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STRATEGY 


Ly 















2 STRATEGY GUIDE 


Aplayer Extra 
Strategy Guide 


Table OF Contents 
4-Player Fun!!—___— 





NES Play Action Football. 


25 


Nintendo World Cup—— 3 7 


Gauntlet IT 


Swords And Serpents— 4 7 


Ivan Ironman Stewart's b 3 


Super Off Road — 5 1 
4-Player Round-Up — 5 7 


Kings Of The Beach 

Spot: The Video Game 

Chris Evert & Iran Lendl In 
Top Players’ Tennis 

Magic Johnson’s Fast Break 

Championship Bowling 

A Nightmare On Elm Street 

M.U.LE. 


Super Spike V‘Ball 




















STAFF 
Publisher: M. Arakawa 
Hiroyuki Kato 
Editor in Chief: Gail Tilden 
Art Director. Yoshi Orimo 
Senior Editors: Pam Sather 


Howard Phillips 
— Scott Pelland 
Dan Owsen 
George Sintield 
Brian Ullrich 
Brian Onstine 
Concept & Design: — Work House U.S.A 
Leo Tsukapon 
Work House Co,, Ltd, 
Seiji Sato 
Kochan Yoshizu 
Hiroya Tanaka 
Koji Aizawa 
Byte Tanaka 
Kentaro Sato 
Hiroshi Ohashi 
Shuji Kurokawa 
Mlustrations; ————— Al Skaar 
Makikazu Ohmori 
Hiroshi Aizawa 
Orange Nakamura 
Katsuya Terada 
Shuji Imai 
Kazunori Aihara 





Copy Writers. 


Layout; 


un Matsui 
Chiet Producer: ——— Tsutomu Otsuka 
Producer: — Masayoshi Suzuki 
Project Coordinator: — Yoshio Tsuboike 

Hiroyuki Kurano 

Keiji Hamada 

W. David Mellen 





Nintendo Power Strategy Guide 

4-Player Extra 

Volume 19 

COPYRIGHT: © 1990 Nintendo of America 
© 1990 Tokuma Shoten 


All rights reserved. No part of this book may be 
reproduced by any mechanical, photographic or 
electronic process, or in any form of a phono- 
graphic recording, nor may it be stored in a 
retrieval system, transmitted or otherwise 
copied for public or private use without written 
permission of the publisher. 


Nintendo of America Inc. 
P.O. Box 957 
Redmond, WA 98052 





VOLUME 19 





| ee O—=Eeeee, 


GET REA “PLAYER Ub [sPLANV 82 


Sa PUP 


Like any NES game, a four-player game can take you from the depths of a 
fantasy dungeon, to the playing field of a modern football stadium or the 
far reaches of outer space. But with this latest NES game category, your 
playing options increase. No one is left out, everyone can play at the same 
time. Game play is more challenging against human opponents. And the 
many different team combinations add to the excitement. 




















Swords & Serpents emphasizes coopera- 
tion between the four players as you make 
your way through a deadly labyrinth. 


Super Off Road pits the 
players against each 
other on a radical off 
road track. 

To dive into four-player action, you'll 
need a four-player adapter, like the 
NES Satellite or NES Four Score. 
Choose any of the special four-player 
Game Paks already available. You'll 
also need four NES fanatic friends 
and four controllers. 


Some games, like 

Gauntlet II, are more 
flexible and allow Ta 
you to compete or pee = 
cooperate. 


Denno | 
1200" 1472 
600 o 150 


Some of the best four- 
player games divide the 
players into teams of two. 
Both competition and 
teamwork are a big part 


Look for the exclusive 
4-Player logo to identify 
the many four-player 
Game Paks designed for 
use with the NES Satellite 
and Four Score. 





4 STRATEGY GUIDE 








of these titles, Examples 
include: NES Play Action 
Football, Magic John- 
son's Fast Break, Super 
Spike V'Ball and Kings 
Of The Beach. 


Ball on 


Fine oud} 





.\ 


2nd and G. 


Hh Fike ound 


VOLUME 19 5 








4-PLAYER FUN! 


ACCESSORIZE! 


NES CONNECTOR 


This cable transfers the signals 
from the Four Score to the NES. 





WITHIT 


y 
@ 








The Receiver Module re- 

ceives the controller signals 
from the Satellite and sends 
them to the NES. Be sure to 





The NES Satellite is the deluxe 
accessory for those wanting to 
partake in four-player fun, Not 
only does it allow you to play with 
up to four players, it also serves as 
a remote control that you, can 
place up to 15 feet from your NES. 
You and your playing friends can 
enjoy the comfort‘ef a chair across 
the room fas you experience the 
fun of four, player gaming. Free- 





| playing session is over. 


POWER ON/OFF 
SWITCH 


Hit it for four player power! 
Turn it off when switching 
controllers or when your 


MODE SWITCH 
The Satellite lets you 


keep a clear path between 
it and your Satellite. 














The NES Four Score gives you the 
same play options as the Satellite, 
but without remote capability. The 
Four Score does not require batte- 
ries and is a less expensive-eption 
if you aren't ready for remote con- 
trol. 





CONTROLLER 


SOCKET: 

Any controller can be 
plugged into the Four 
Score. Play with your 
favorite! 











MODE SWITCH 


You can use the Four 
Score with 1 to 4 














dom for eachwplayer to choose choose your weapon, giving Players. P — . 
their own. favorite controller is ont betas Slee i | 
another NES Satellite, bonus. ae the Nintando EE Eas ; 7 : ] 
Quality Seal will work. TURBO BUTTONS 
Like the Satellite, the NES &w 3 y 
CONTROLLER (EE Four Score can also give . ) 7 
SOCKETS regular controllers the ‘= fF 
Plug in your choice of controllers here! TURBO oom power of Turbo. v7 7 
Any official NES licensed controller Bae 
Hf an NES controllers turbo pow- s 


will work (except for the Power Pad). 








option. 





er. Turn off your control- 
ler’s Turbo if you use this 








me ee on ee ee ee ee ee ee ee ee ee ee ee oe oe oe ee 


FREEDOM OF CHOICE 


The option to use any controller in a four-player game 
gives you a lot of flexibility. Everyone can feel com- 
fortable using their own NES Max, NES Advantage 


Controller Accessories For Your NES 


NES Control Pad Hudson Joycard 
NES Advantage Sansui SSS 
NES Max Nexoft Dominator 
Broderbund U’Force Suncom Mothership 
Mattel Power Glove Bandai Super 


or even the standard Control Pad. Any controller 
with the Seal Of Quality can be used. Try to make 
sure everyone has a controller they are familiar with. 


Bandai Mega Beeshu Ultimate 
Hyper Superstick 
Hyper Stick Jazz 
Controllers Zipper 
Beeshu Zinger Gizmo 
Zoomer 


6 STRATEGY GUIDE 







teat | 
CUSTOMIZE YOUR CONTROLLERS! =: 

E e 1 

[The beauty of the four-player adapters is that they let : 
{you use your own controller. But imagine, if you will, H 
{plugging your favorite NES weapon, a tried and true x H 
{| Advantage, into a buddy's Four Score for a Super f 
{Spike V'Ball session. Then,-during the heat of the Y, H 
{ action, you and your partner forget which player Y 1 
t RG Salt See ooh deem are te Y/, H 

. the Four Score sockets, “KABOOOMI!” You eat a 

a super spike. If this scenario is familiar to you, use the acnceageal : 
| set of stickers provided with the fourplayer accesso- be able totell ata 5 
{fies to color code your, controller at each end of its glance which player 1 
| cord (near the controller and the plug). you're controlling. i 


VOLUME 19 7 





TM Nintendo of America Inc. 


4-Player Extra 











Make sure everyone is comfortable and has an unobstructed view of the 
screen. Your four-player gaming sessions are likely to be four times as 
long as a regular gaming marathon. 


If you’re playing a game with teams, strategize plays with your team- 


mate before the game begins. If all four of you are working together, 
talk over teamwork. 


Continue communicating with your teammate or partners during play. 


Even the best laid plans may be foiled, so don’t get frustrated with your 
teammate. 


Rotate team members every so often, especially if one team is dominat- 
ing the other. 


Make sure everyone understands the rules before you start a game. 
Play a few practice games before you start one that “counts.” 

















APloyert Extra 
NES 

| afin ube 

HOO TIE ‘oie ad 5 : 











Gu Playing With Power IMENT 


The four-player option of NES Play Action Football is 
the most realistic football simulation for the NES. For 
one thing, you and your teammate have to work 
together like a real team. Second, you can fake out and 
intimidate your human opponents in ways _ that 
wouldn't fool a computer. On the other hand, they 
might do the same to you. Watch out! In the following 


Teams & Rosters 







The most important decision 
you have to make is choosing 
a team. Do you want to pass 
or run, or both? Offensive 
and defensive strengths are 
listed at the top of each 
team’s description. 


Knowing who to use on your 
team is also important. The 
best plays for the superstars 
of each team are outlined. To 
make full use of these plays, 
you'll need to keep your top 
players healthy. 


Terminology 








In the following pages you will encounter a number 
of specific terms relating to the plays. Below is a 
description of the most commonly used terms in this 
review of NES Play Action football. 


Switching 









Push the A and B Buttons at the 
same time to ‘switch’ control to 
the player closest to the ball, 
either on offense or defense. 


Line Of Scrimmage 


The line of scrimmage is the 
yardline where the ball is placed 
at the end of one play until it is 
snapped at the beginning of the 
next play. 


10 STRATEGY GUIDE 






When Linebackers or Defensive 
Backs rush the QB, it is called a 


QB is tired. The path a Receiver 
takes to get there is called a 


mee x 


N 





pages you'll learn the strengths of every team, which 
players and plays to use for both you and your partner 
plus special tips to give you a big edge over your oppo- 
nents. Full rosters and playbooks are given for every 
team, and their best plays are shown with arrows 
marking the passing routes and running lanes. Many of 
the play tips can be used for all the teams. 


Plays & Sketches 
described for your team, it may 


lan 
appear in the info for another 


team. The plays are the same no | 
matter what team uses eal 
only the players are different. Use 
your best, healthiest players 


A full list of each team’s plays is | 
listed in the Playbook section. | 
You'll find the best plays are indi- 
cated by a star. If a play is not 





when you run the play. The plays oO 
are described and also dia- | 

grammed to show how the play is designed to be run. 
Player 1 (Red) is the QB, and Player 2 (Yellow) is your 
teammate, and black lines indicate blockers. 













blitz. This play can backfire if you 
fail, as there will be open men 
downfield. 


Plays that allow the OB to keep 
the ball or pitch it to a Running 


Back are called ‘options.’ Wavy 
lines will indicate your option 
choices. 


Pass Route 


Passes are thrown to specific 
parts of the field, except when a 


“route.” 


NES PLAY ACTION FOOTBALL 












Running | Running Offense * Blitzing Defense —_| | Running Offense * Blitzing Defense —_| Defense 


HOUSTON D = 


When you play with Houston, your road to glory is on the ground. Your 
partner will have a lot of running room when he controls Rozier, Hous- 
ton’s best running back. Of course, you'll have to get out front and block 
for him, and he should make use of open field running techniques. At QB 
is Moon, who has a strong arm. Hill at Wide Receiver and Mrosko, the 
Tight End, are true aerial threats. The defense is led by speedy Lineback- 
ers and two great Cornerbacks. Still, against the competition of the other 
teams, Houston is not one of the stronger squads. 


Counter 


Highsmith is the default back on the Counter, but 
by using your substitution screen, shift Rozier to 
the right Tailback position, The Counter requires a 
quick hand-off to your teammate, then switch to 
block. As long as the other guys didn't call a 
stunt, the hole will be inside the left Offensive 
Tackle. If defenders are around, your partner 
should use the A Button to stiff-arm them out of 
the way. 





QB Keeper 


Moon is the perfect Quarterback for this play. Think 
of him as an extra Running Back, and a good one, 
too. The play is simple, just drop back as if you're 
going to throw a screen or run an option, then angle 
upfield toward the sideline, or up the middle if you 
faked out your opponents. It's your partner's job to 
make the fake work by running like crazy away from 
you so the other guys think he has the ball. While 
he's doing that, you'll sneak off in the opposite 
direction. 





Rollout Pass 


You'll notice that you have two Rollout Passes from 
which to choose. The play sketched with two 
medium distance pass routes is the best. The left 
option goes to Mrosko while the short center option 
goes to Hill, the fastest Receiver on the team. Both 
are good choices, but watch out for heavy traffic 
over the middle and a possible interception. The 
term Rollout means that you, as the QB, run toward 
the sideline, This gives you extra time for Receivers 
to get open. 


HOUSTON Playbook 


Button Hook Pass Slant Deep Pass * Zone 4 Deep * 

Lead Option * Off Block Option * Blitz Man-to-Man 
Crossing Deep Pass * Button Hook Pass 4 Man Rush Man-to-Man 
Screen Pass * QB Keeper * Stunt 3 Deep 

Rollout Pass Rollout Pass Pinch 2 Deep 

Sweep * Pitch Out * Blitz Man-to-Man 
Punt Fake Rollout Pass Double Team WR 
Punt Reverse Option * All Blitz Man-to-Man * 
Play Action Pass Slant 2 Deep 

Dive * Blitz 2 Deep * 

Quick Pass Zone 3 Deep 

Power Off Tackle * Stunt Man-to-Man 


Deep Out Pass * Lead Man-to-Man 
Counter * Hot Blitz 3 Deep * 
Field Goal Fake Zone No Deep 

Field Goal Hot Blitz Man-to-Man * 











Bench 


Starting 
Line 


Bench 











VOLUME 19 


VW 


4-Player Extra 


ROSTER 
OFFENSE 


Starting JS es iiss a 













12 STRATEGY GUIDE 








LOS ANGELES 


Balanced Offense * Blitzing Defense 


LA. has a little bit of everything going for you. On offense; Everett the OB 
leads your passing attack, throwing to Ellard, Anderson and Johnson the 
Tight End. McGee, Bell and Delpino in the backfield provide a strong 
corps of Running Backs for your partner. Defensively, L.A.’s strength is in 
the speed of its Linebackers and an excellent pair of Cornerbacks in Hicks 
and Gray. The team shapes up as one of the top two in the game along 
with San Francisco, because you can run every play successfully; that is, if 
you and your partner practice. 





Power Right 


The Power Right is simply a pitch out option from 
Everett (the QB) to the Running Back Bell. The key 
is to switch quickly from QB to a blocker out in front 
of your partner once he's got the ball. The more 
blocks you provide, the further he'll be able to run 
with the ball, After you've called this a few times, run 
the Power Right Opposite. You'll probably find the 
defense thinks you're going to run to the right. If 
they anticipate this, your partner may have an open 
field. 





The Rollout Pass 


Any of the long passes are good for LA., but shorter 
routes such as those in the Rollout add an extra 
dimension. You shouldn't drop back very far when 
you take the snap. A couple steps and then throw is 
the rule, that way your partner will still be in the 
pattern making for the pass indicator arrow. Your 
teammate should choose either Anderson (the best 
Receiver) in the middle option, or Johnson for the 
right option. Also, as you roll out, look for running 
room of your own. 


Hot Blitz 3 Deep 


You'll soon discover that the best defensive 
formation in the game for all teams is the Hot Blitz 
3 Deep. It's even better for teams like L.A. who 
have fast, blitzing Linebackers such as Kelm and 
Greene. Since both you and your buddy are close 
to the line, you'll be in good position either to blitz 
or drop back and cover the pass. The best idea is 
to split the job. One blitzes, the other drops back. 





L.A. Playbook 


Button Hook Pass * 
Lead Option * 
Crossing Deep Pass * 
Screen Pass * 
Rollout Pass * 


DEFENSE 


Zone 4 Deep * 

Blitz Man-to-Man * 

4 Man Rush Man-to-Man 
Stunt 3 Deep 

Pinch 2 Deep 

Blitz Man-to-Man * 
Double Team WR 

All Blitz Man-to-Man * 
Slant 2 Deep 


Slant Deep Pass * 
Off Block Option * 
Rollout Pass 

Pitch Out * 

Pass Play Action * 
Power Right * 
Sprintout Pass 


Sweep * 
Punt Fake 
Punt Power Sweep * 
Play Action Pass * 

Dive Blitz 2 Deep * 


Zone 3 Deep 

Stunt Man-to-Man 
Lead Man-to-Man 

Hot Blitz 3 Deep * 
Zone No Deep 

Hot Blitz Man-to-Man * 


Quick Pass * 
Power Off Tackle * 
Deep Out Pass * 
Counter * 

Field Goal Fake 
Field Goal 








he Slant Deep Pass 
For Long Yardage 


One of the best plays for L.A. is the Slant Deep Pass. 
Because your Receivers are spread all over the field, 
it is difficult for opponents to cover each pass route 
closely. There's another benefit, too. The pass indi- 
cator arrow can’t be seen on deep routes to the left 
sideline until the screen scrolls after the pass is 
thrown. As a result, you know where the pass is 
headed, but the defensive guys haven't a clue. 
They'll have only a few seconds to switch to the 
closest defensive players to your receiver. 


Your primary Receiver is 
Ellard, who takes the long 
route down the left sideline. 
Drop back four or five steps 
(count while pushing your 
controller) before releasing 
the ball. Also look for open 
Receivers other than the one 
controlled by your teammate, 
You control secondary 
Receivers once you've 
thrown the ball, 





It you choose the short route, 
Anderson is the primary 
Receiver. This time only drop 
back two steps before 
throwing the ball, With a little 
practice, your partner should 
be able to catch the pass on 
the run. You'll switch, (push 
A and B at the same time) 
once the ball has been 
caught, to provide extra 
blocking for your teammate. 





The best way to pick up big yardage on 
both running and pass plays is to know 
how to run once you have the ball. The 
first rule is to take it easy on the A But- 
ton. If you keep hitting the A Button to 
speed up your runner, his energy will 
quickly drain. Only use the A Button 
when a defender is almost on top of 











lean Up Using 
The Power Sweep 


You Gan't beat the Power Sweep for gaining consis- 
tent yardage for L.A. Your partner takes control of 
McGee at Running Back unless you've made a sub- 
stitution. He can easily get 20 to 40 yards on a Power 
Sweep romp, even more with smart blocking from 
you. Also, with plays that run wide to the left, down- 
field defenders are off the screen. This meahs that 
the guys on defense can’t see their own men or 
switch to them until you are well downfield. Remem- 
ber this on pass plays when the left side is open. 
Keep the ball and run it yourself 


The ball is pitched back to 
your partner at Running 
back after the snap, 
allowing you to switch to a 
blocking position. Everett is 
fast enough to provide good 
blocking, but you should 
conserve his energy. To free 
yourself from a block, push 
the A Button and move your 
controller back and forth 


Your teammate follows your quickly at the same time 


blocks as far as he can and 
should avoid using the A 
Button. Excessive use of 
the A Button will tire out the 
Running Back and make it 
more likely that he'll fumble 
the ball. When he is in the 
open field, he should use 
the running techniques 
outlined in the special tip 
box below. 




















The second rule is to 
run a broken pattern, 
When a defender 
closes in, turn ata 
right angle away from 
him, run a few steps 
and watch the 
defender run past 
you, then turn upfield. 


PI rovides Player 2 can escape 
your runner. You can often run through tens Cad tackles by wiggling the 
defenders this way. Also, your partner Run in front of the controller left and right 


should run close to your block, 





ball carrier and block 


Also, stop suddenly 


F defenders. Switch and let z& 
=> because your body acts like (push anid Bhi defenders =~ 
i a pick for any pursuing wiggle the controller run by, or / 
{ defenders. back and forth to loop behind | 
break free of a block. them. X 











VOLUME 19 13 


4-Player Extra 










SPECIALISTS 


DEFENSE—————————_ 





14 STRATEGY GUIDE 











wee ts 





ia © OAPed ewer 4 

WA 
San Francisco is the best all-around team with strong offense for both 
your running and passing plays and an excellent defense that can blitz or 
cover passes. Montana at Quarterback throws the bomb to Wide Receiv- 
ers, Wilson and Taylor, and the Tight End Jones. All have top speed and 
great hands. The Running Backs, Craig and Rathman, are both excellent. 
On defense, Lott and Brooks at Free Safety give your team an edge in 
pass coverage and blitzing. A big play can develop from almost any for- 
mation with this team, so don’t limit your play calling. 


Shotgun Bomb 


This is probably the most devastating play (to 
opponents) in the game. Make sure that Montana 
and your primary Receiver, which can be any of 
the four starters, have fairly high levels of energy. 
Stay in the pocket unless there's a vicious rush. 
Give your teammate time to go deep; count to 3 
or 4 for the middie routes, 4 or 5 for the outside 
routes. Once your partner has the ball, switch 
from Montana to a blocker. 





Lead Option 


Both Montana and Craig are fast players, which 
means that they can outrun most of the Defensive 
Linemen and Linebackers on opposing teams. When 
you run the Lead Option, look for holes as’ you run 
laterally toward the sideline. If no holes appear, or a 
defender closes in, pitch the ball back to your 
partner. Switch to a blocker out in front. Always look 
to block the fastest defender who is closing in or 
the darker player, which is human controlled and 
therefore less predictable, 


Zone 4 Deep 


You can use the Zone 4 Deep in most situations, 
although it is primarily intended for close pass 
coverage. Lott and Brooks are set back from the 
line, but not so far back that you can't blitz them if 
the play is a run. If it is a pass, you and your 
partner can either drop back or blitz. Better yet, 
‘switch to the closest Linebacker to the ball. The 
Safeties, now computer controlled, will cover the 
pass closely and if a pass is thrown you can switch 
to them. 



















wy, 
| ae 
Button Hook Pass * Draw Fake Pass * Zone 4 Deep * 
Lead Option * Oraw Blitz Man-to-Man | 
Crossing Deep Pass" Shotgun Bomb * 4 Man Rush Man-to-Man 
Screen Pass * Blast Stunt 3 Deep | 
| Rollout Pass * Slant Deep Pass * Pinch 2 Deep | 
Sweep * Off Block Option * Blitz Man-to-Man 
Punt Fake Button Hook Pass * Double Team WR 
Punt QB Keeper * All Blitz Man-to-Man * 
Play Action Pass * Slant 2 Deep 
Dive Blitz 2 Deep * 
Quick Pass * Zone 3 Deep 
Power Off Tackle * Stunt Man-to-Man 
Deep Out Pass * Lead Man-to-Man 
Counter * Hot Blitz 3 Deep * 
Field Goal Fake Zone No Deep 





Field Goal Hot Blitz Man-to-Man * 


















Ix It Up With The 
Quarterback Keeper 


The Quarterback Keeper starts out looking like an 
option play or a screen pass, the result being that 
defenders may move to cut off the outside run. Of 
course, your goal is to run inside through a hole in 
the line, which is the beauty of this play. Your team- 
mate can block or fake a run outside. If you get 
through the line and are suddenly surrounded by 
enemy jerseys, hit your B Buttton and dive ahead for 
another two or three yards. Remember this play at 
the goal line, but also keep in mind that it drains lots 
of energy from your QB. 
Ff Take the snap and drop back 
m to the position of the running 
back, as is shown in the 
diagram on your play 
selection chart. You can then 
proceed two ways. The first 
option is for your partner to 
tun in front, blocking and 
opening up a hole in the line. 
He can switch to other 
blockers as you steamroll 
downfield. 





The second option is trickier. 
When you drop back, the 
defense may think you've 
handed off to your teammate. 
They may go after him, 
especially if he pounds his A 
Button. If they do, quietly drift 
toward the sideline and run 
upfield as soon as you spot o) 
an opening. Chances are it 
won't work twice, however. 





NES PLAY ACTION FOOTBALL 


a 
2] 
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is | 
; 


Peer errr rrr rrr rrrrrrrrrrrrrrrreet tr tt ttttt ttt ttt ti irttiit iii 





he Crossing Deep 
Pass For Ist Down 


So you need 10 to 20 yards, pronto. Give the Cross- 
ing Deep Pass a shot. The Tight End crosses routes 
with the Wide Receiver, making the maneuver diffi- 
cult for your opponents to cover, which means that 
your partner will probably be open. The tough part is 
learning the routes. If your teammate chooses the 
outside right Receiver, his route cuts toward the 
middle. The inside right Receiver runs to the side- 
line. If he’s not open, don’t force the pass. Throw to a 
secondary receiver, but let your partner know so he 
can block for you. 

Take the snap from center 
and drop back to avoid any 
rush. Don't hold on to the 
ball for a long time; a count 
of 3 seconds should be 
enough for your partner to 
run his route. If he is 
controlling the Tight End, 
Jones, you should throw the 
ball to the right. Switch 
yourself out to tthe nearest 
blocker as soon as possible. 





On the left side is Wilson, 
who runs a medium deep 
route, but since he's all 
alone, you don't have the 
benefit of two Receivers 
crossing and confusing the 
coverage. If your teammate 
chooses Taylor, who lines up 
inside on the right, he should 
push Up when selecting a 
Receiver, 





Calling Offensive Plays 





The offense has 30 seconds to call a 
play, but No Huddle Play Calling can 
give you a big advantage over the 
defensive duo. If you take only a 
second or two to select your play, the 
defense will have to call their defensive 
formation in the same amount of time. 
In other words, they Il have no time to 
think about their choice once they 
enter the defensive play selection 
screen. If you plan on calling plays 
-—— without a huddle, let your 
/ \ partner know what plays 


) you'll call ahead of time. 
\S V/. choice. 


The defensive team 
is stuck with the 
Zone 4 Deep, or 
default formation, if 
they don't choose an 
alternative play in the 
short time you've 
given them to make a 






Use the flash cards 
to show the series of 
plays you want to run 
‘on upcoming downs, 
and don't call too 


many plays in 





VOLUME 19 15 





4-Player Extra 


ROSTER 
OFFENSE 


Starting 
Lineup 


L: 


HL 


Bench 


E 
I ‘ 


SPECIALISTS 


DEFENSE 


Starting 


Lineup 








STRATEGY GUIDE 














CHICAGO 


Running Offense * Balanced Defense 


In the Windy City of Chicago there are more reasons to keep the ball of 
the ground than unpredictable gusts off the lake. Muster and Andersor 
are the primary reasons—both are super Running Backs. The offensive 
line is another reason. It's awesome, the best in the game. Unfortunately, R 
the passing game leaves something to be desired. Defensively, Chicage & 
has good pass coverage and an excellent front three in Dent, McMichae’ tr 
and Hampton. The Linebackers are also strong, giving you a very a 
balanced defensive unit. SI 





Draw 


Tomezak is a strong Quarterback who, when paired 
with a strong Running Back such as Muster, can do 
some impressive running of his own. In the Draw, 
you'll take the snap from a shotgun formation. Now 
step forward and hand-off to your partner. You can 
also fake the hand-off and run it out yourself, The 
offensive line opens a hole up the middle, so look 
there first. If there is no hole, run laterally toward the 
sideline, looking for a hole or to go around the end. 





Counter 


Muster is the default back on this play, but you can 
substitute other backs if his energy is low. Take one 
step back before handing the ball to your teammate, 
He should angle toward the line, looking for’a hole 
over the Left Guard, When he hits the line, he should 
use the A Button to throw off any defenders. From 
QB, you switch to the nearest blocker to give your 
partner as much running room as possible. Keep 
switching to blockers further downfield as the play 
progresses. 





Stunt 3 Deep 


The Stunt 3 Deep accomplishes a couple things 
very well. First, the stunting at the Jine should allow 
penetration by Singletary. If you or your partner 
switch to him quickly, you'll probably get a sack. 
Secondly, with three defensive backs covering the B. 
Receivers, you don't get caught off guard if Single- = 2 


tary misses. Split the duties so that one of you % 
CHICAGO Playbook 


blitzes while the other drops back. When tackling, try |) 
to run straight through the ball carrier and be wary 

DE 
Button Hook Pass’ 


of diving. 
Lead Option * 


Crossing Deep Pass 
Screen Pass * 
Rollout Pass 
Sweep * 

Punt Fake 

Punt 

Play Action Pass 
Dive * 

Quick Pass 
Power Off Tackle * 
Deep Out Pass * 
Counter * 

Field Goal Fake 
Field Goal 





ie) "2.0% 


Draw Fake Pass * 
Draw * 

Sprintout Pass 
Power Sweep * 
Pass Play Action * 
Rollout Pass 
Reverse Option * 


Zone 4 Deep 

Blitz Man-to-Man * 

4 Man Rush Man-to-Man * 
Stunt 3 Deep * 

Pinch 2 Deep 

Blitz Man-to-Man * 
Double Team WR 

All Blitz Man-to-Man * 
Slant 2 Deep 

Blitz 2 Deep 

Zone 3 Deep 

Stunt Man-to-Man * 
Lead Man-to-Man 

Hot Blitz 3 Deep * 
Zone No Deep 

Hot Blitz Man-to-Man * 








he Reverse Option 
Takes Timing 


Running left then running right gets predictable after 
awhile, so you'll want to mix things up a bit. One play 
that accomplishes this is the Reverse Option. It is 
also one of the most difficult plays in the game torun 
successfully, because it requires precise timing and 
team work. Practice it with your partner before the 
game. During the game, you'll probably want to use 
it after running several plays to the right. When the 
other guys see you're running right, they'll be 
suckered away from the left where your partner 
takes the reverse. 

After you take the snap, drop 
back two steps before 
headingstoward the right 
sideline. Chances are a 
Defensive End will have 
come around the Tight End. 
Wait until the last possible 
moment before pushing the 
B Button to throw the ball to 
your partner, who should be 
running parallel to you a few 
steps back. 





S 


Once he'has the ball, your 
teammate should head back 
to the left. He can go around 
the end or up the middle 
depending on where there's 
daylight. Your job is to switch 
to the closest offensive 
teammate to provide 

blocking. Unless you've made 
substitutions, the Running 
Back who gets the reverse is 
Anderson, who runs hard 

and fast. 





The On-side Kick is never easy to 
execute successfully, which is why 
you don't often see it. But it can be 
done, in NES Play Action Football as 
it is in the NFL. First you'll have to 
stop the kick direction arrow when it 
is furthest to the left, then push your 
A Button when the kick power meter 
is at about its lowest point. You don't 
need the lowest setting or the point 
furthest to the left, but the closer you 

~~ get the faster your partner 


:) can get to the ball. 





seeeneeeeeeeeeeeeeseeeeseseeeeeeeseeneeseeeeeeeeneeeneeeeeeeeeseeeeeeeeeseseeeseeeneees 


NES PLAY ACTION FOOTBALL 4. 


FOUR 
PLAYER 
GAME 





ass Play Action 
Spices Up The Game 


Don't think that Chicago can’t execute pass plays. In 
fact, the pass is a good weapon, because the guys on 
defense won't be as worried about your passing 
game as your running game. Tomczak is as good as 
any starting Quarterback and his Receivers are able 
to catch the ball. Davis, number 82, has the best 
hands on the team, making him your partner's 
choice on the Pass Play Action. His route is on the left 
side, a simple down and out pattern about 12 yards 
beyond the line of scrimmage. Use it now and then 
to hold off the blitz. 


You should drop back and 
count to two or three before 
throwing. At Receiver, your 
partner runs ten yards and 
breaks left toward the 
sideline. There may be 
defensive players all around 
him. If so, it might be wise to 
choose one of the deeper 
Receivers as a fall back. The 
short pattern over the middle 
is too easily intercepted. 





On the Pass Play Action, 
your teammate can alter his 
route to confuse the defense. 
A quick move to the inside, 
then back out again might 
break him into the open. 
Remember that the timing 
will be different, however. 
You'll have to drop back 
further, allowing him to get 
back into the set pattern, 








VOLUME 19 17 









DENVER 


Starting Passing Offense Blitzing Defense 
tineup LESS ey Denver's great offensive strength is in the passing arm of 


fattest go | hands of Wide Receivers Jackson and Johnson. Also look to a strong 
running game with Humphrey and Brattan to mix up your play calling. On 


| ie Meio =a ows | the defensive side, fast Linebackers led by Mecklenberg provide a strong 








pass rush, while hard-hitting Safeties Atwater and Smith give you sound 
deep pass coverage. Like LA., San Francisco and Washington, Denver is 
a threat no matter what play you choose. For hints on plays not listed spe- 
cifically for Denver, see the other team descriptions. 


Sprintout Pass 


The key to this play is giving your Receivers enough 
time to complete their routes. Controlling Elway at 
QB, you'll drop back or sprint to the side for a count 
of 4 or 5. Sprint toward your intended Receiver, 
using the A Button to evade the blitz; this way you 
won't have to throw back across the coverage. Your 
teammate controls either Kay on the right or 
Johnson on the left. Forget the middle, as throwing 
there gives your opponents a good chance at an 
interception. 











Bench 


Deep Out Pass 


Johnson's route on the left takes him about 13 
yards deep, and right on the sideline. Give your 
partner time to run the pattern by dropping back a 
long way. Jackson, on the right side, cuts toward the 
sideline. Kay runs the middle route, only 15 yards 
deep and your set up should be quick if your 
teammate chooses that route. Because you're 
dropping so far back, this is a good play for your 
partner to dazzle the defense with a little fancy 
running before the pass. 


All Blitz Man-to-Man 


DEFENSE————————_ On a goal line stand or other critical short yardage 

BERSERK down, make use of Denver's Linebackers by calling 
the All Blitz Man-to-Man or Zone No Deep. Both you 
and your teammate line up close behind the 
Linebackers. Switch to a blitzing Linebacker like 
Mecklenberg if he breaks through the line. Use 
turbo on your A Button if you have it, in order to bull 
through the pass blockers. As always, it's best if 
either you or your teammate stay back to protect 
against the pass. 




























DENVER Playbook 


Button Hook Pass * Draw Fake Pass * Zone 4 Deep * 

Lead Option * Draw * Blitz Man-to-Man 
Crossing Deep Pass * ‘Sprintout Pass * 4 Man Rush Man-to-Man 
Screen Pass * Power Sweep * Stunt 3 Deep 

Rollout Pass * ‘Shotgun Bomb * Pinch 2 Deep * 
‘Sweep * Blast * Blitz Man-to-Man 

Punt Fake Rollout Pass * Double Team WR 

Punt Reverse Option All Blitz Man-to-Man * 
Play Action Pass * Slant 2 Deep 

Dive Blitz 2 Deep * 

Quick Pass * Zone 3 Deep 

Power Off Tackle * ‘Stunt Man-to-Man 
Deep Out Pass * Lead Man-to-Man 
Counter * Hot Blitz 3 Deep * 
Field Goal Fake Zone No Deep * 

Field Goal Hot Blitz Man-to-Man * 





18 STRATEGY GUIDE 





With Denver there’s always the temptation to throw 
the bomb. The Shotgun Bomb is the obvious choice, 
but the Draw Fake Pass, which also uses the shotgun 
formation, is just as good. On any pass play it’s your 
job to choose the open Receiver. Don’t force a pass 
to your partner. Since secondary Receivers are con- 
trolled by Player 1, your partner should switch and 
block if the pass is elsewhere. Of course, if you con- 
stantly pass to yourself, your teammate might get 
angry. Don't hog the ball, and always tell your part- 
ner if you plan to alter a play. 

Drop back once you take the 
snap, because all four pass 
routes are deep. At this point, 
look at the defense. Corner- 
backs often drop back 20 
yards or so to cover deep pass 
routes. If you drift to the side 
and see an open field, or your 
defensive opponents are deep 
in the secondary, run straight 
ahead like crazy! 





The middle route belongs to 
Kay and is probably the 
easiest. Johnson is on the 
left and Jackson on the right. 
Your partner should watch 
how long you scramble. If it 
is more than a count of 5, he 
may have to adjust his route. 
Also, keep in mind that if a 
QB is tired, the ball will not 
be thrown as far downfield, 








After being burned by the long bomb, your oppo- 
nents aren't likely to be thinking run. This is a good 
time to hit them with the Power Off Tackle (or the 
Counter, which is run the opposite way) and remind 
them that you have excellent Running Backs in the 
backfield. Another good time to use this play is when 
your QBs are both low on energy and you don’t want 
to risk a pass. If you run the Power Off Tackle Oppo- 
site, you'll gain the advantage of running where your 
opponents can't see their players until you're well 
into their territory. 

Your first order of business 

is to take two steps back 
and give the ball to your 
teammate. If you don't, you'll 
have to run the ball. Your 
partner should switch to a 
Lineman immediately to 
provide blocking if you keep 
the ball. Look for any 
opening in the line and use 
your B Button to dive ahead 
for extra yards. 


When your partner has the NJ 
ball, he should angle just 

inside the Right Offensive 

Tackle. He might also want to 
hesitate a step to allow you 

to switch and get in front of 

him to throw some blocks. If 

the hole is narrow, he should 

tap his A Button a few times 

for extra power. If he breaks 
through, you should switch a 


and block. 








Make Use Of The Flash Cards 







For example, when the offensive play selection 
screen is up, point to the red triangle at the 

upper left corner of the flash card to indicate 
the Button Hook Pass. 


or Right to show his route. Next is a neat way to 
fool opponents who watch where you point. 










Running plays 
opposite to the 
direction they're 
drawn Is a great 
idea. Defenders 
get used to you 
running a play 
one way. 
Surprise them 
| by choosing 

Opposite. 


If the play you called is 
a pass play, Player 2 points to Left, Center 


| 


VOLUME 19 19 


4-Player Extra 


OFFENSE 





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SPECIALISTS 


CAL ests 





DEFENSE 


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20 STRATEGY GUIDE 





Washington is a powerhouse on running plays with both Riggs and Mor- 
ris in the backfield for your partner to choose from. When you add to 
them the potential of Rypien and Williams as runners, plus Byner on the 
backfield bench, there's no question that you'll be able to move the ball on 
the ground with this team. On the other hand, don’t discount the passing 
game. Monk, Clark and Warren can all snag a ball. On the Defensive side, 
Washington boasts an excellent Linebacker corps and secondary. When 
calling plays, you can really mix it up. 


Sweep 


Riggs is your man on the Sweep and, although it 
isn't a specialty play, it is incredibly effective, 
especially when you switch to block downfield for 
Riggs. The snap goes all the way back to your 
partner, getting the play off to a quick start. Even 
better is the Sweep when run in the opposite 
direction. The defensive team members can't see 
their defenders on the left side of the field until 
Riggs is well downfield. This gives you time to get 
out in front of your teammate. 





Screen Pass 


Like the Sweep noted above, this is a simple but 
effective play. As Rypien, the QB, you'll be throwing 
to Morris, who is just as strong as Riggs. At the 
snap, take two steps back. Make sure no blitzing 
Safety or Linebacker has crashed through the line 
before throwing the screen. Pass if the coast is 
clear. Your partner should run outside while you 
switch to a nearby blocker. You can also keep the 
ball if you have room to run, Look up the middle for 
some daylight. 


Hot Blitz Man-to-Man 


Call the Hot Blitz Man-to-Man on short yardage or 
when you suspect a pass. Everyone is close to the 
line of scrimmage, which means you and your 
partner don't have to blitz from deep in the 
secondary. At the snap, one of you should blitz 
using his A Button or switch to Caldwell if he 
penetrates the line. The other should watch for a 
Quick Pass or Dive so the opposition doesn't burn 
you while you blitz. This is a good formation for 
goal-line stands. 








OFFENSE 


Button Hook Pass Shotgun Bomb * 





Zone 4 Deep 






Lead Option * Blast * Blitz Man-to-Man * 
Crossing Deep Pass * Pass Play Action 4 Man Rush Man-to-Man 
Screen Pass * Power Right * Stunt 3 Deep * | 
Rollout Pass Slant Deep Pass * Pinch 2 Deep j 
Sweep * Off Block Option * Blitz Man-to-Man * | 
Punt Fake Rollout Pass Double Team WR 

Punt Reverse Option * All Blitz Man-to-Man * 

Play Action Pass f Slant 2 Deep 

Dive * Blitz 2 Deep 

Quick Pass Zone 3 Deep 


‘Stunt Man-to-Man * 
Lead Man-to-Man 


Power Off Tackle * 
Deep Out Pass * 


Counter * Hot Blitz 3 Deep * 
Field Goal Fake Zone No Deep 
Field Goal Hot Blitz Man-to-Man * 














The Blast and Dive may look like the simplest of 
plays, but to run them successfully requires skill and 
quickness, not to mention coordination between 
teammates. The most effective time to use either is 
when the defense is in deep pass coverage, but with 
good blocking they can be powerful goal line plays 
that punch the ball in for a score. On both, the ball 
carrier should push the B Button to dive for extra 
yards if he is about to be tackled. By doing this, you 
can turn a no-gainer into a respectable four yard 
advance. 

The most important consider- 
ation in calling the Blast is 
that your Quarterback must 
be near full power. This is 
vital because you will take 
the ball in a shotgun 
formation. That means you'll 
have to run five yards just to 
reach the line of scrimmage. 
With this in mind, the Blast is 
a good play for first downs. 





Once your partner gets the 
hand-off on the Dive, he'll 
have to search for a hole. He 
should look inside the Left 
Tackle and Guard 

Sometimes there will be no 
Defensive Lineman over the 
Center, and then he can bust 
straight up the middie. As 
Player 1, you should switch 
to a lineman and block after 
the hand-off. 





Teamwork depends on good commu- 
nication between you and your part- 
ner. Before the game begins, work out 
some calls that let your teammate 
know when you're going to biitz, 
Switch, cut, drop back, or when you 
need blocking help. You can just call 
out “Blitz”, of course, but that’s a pretty 
good hint for the opposing QB to 
throw the ball. Code words are better, 
and they add to the fun. Don’t be shy, 
extra noise helps distract 
\ the other team just like the 
) Wave in a domed stadium. 


to call out the 





On defense, it's 
always a good idea 


3 
5 


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direction of a pass 
once it's thrown, just 
in case your partner 
hasn't seen where 
the pass is going, 


NES PLAY ACTION FOOTBALL 





ff—Block 
Option 


The Off-Block Option is your best option play and a 
real ace in the hole. Played correctly, which means 
that you pitch the ball to your teammate at the last 
possible moment,,at which time you become a 
blocker, you can pick up anything from 5 yards to a 
90 yard touchdown. It’s that good! Of course, the 
better your partner's open field running, the better 
your chances of making a quick score. You'll have the 
best success when it is played to the left side when 
your opponents are in a pass coverage formation. 
Surprise them on third and long! 


Taking the snap, you step 
back then head for the left 
sideline. Your teammate runs 
parallel to you deeper in the 
backfield. There will probably 
be a Defensive End closing 
in by the time you reach the 
Left Tackle. When he's just in 
front of you, that’s the 
moment you pitch the ball 
out to your teammate, 





Now with the ball, your 
partner dodges around the 
Defensive End, whom you 
should be blocking, then 
heads straight upfield if it's 
open. If the defensive team 
has spotted him, he should 
angle toward the left sideline, 
Watch your partner's moves 
closely and switch to the 
nearest blocker if he shifts 
direction. 







It's also important to 
signal directions. On 
running plays, Player 
2 will want to let you 
know if he sees a 
hole and changes 
direction. The same 
is true if you pass to 
a secondary 


VOLUME 19 2) 


GAME 











Bench 


SPECIALISTS 





DEFENSE 

















22 STRATEGY GUIDE 


NEW YORK 


Blitzing Defe Gi 
New York has good running, good passing and great defense—just abo. 
all you could ask for in a team. Although there are many excellent playa 
you'll make use of, Simms, Bavaro and Taylor are the standouts th 
shape the team. On offense, short passes from Simms to Bavaro git 
NewYork a radically different look than most passing teams such as Der 
ver and Miami. On defense, the Linebackers led by Taylor keep constal 
pressure on opposing Quarterbacks. Switching to blitzing defenders| 
therefore highly recommended. 


Quick Pass 


With your teammate using Bavaro you'll want to try 
short passes like the Quick Pass. When you control 
Simms at QB, you'll have to keep an eye open for 
possible interceptions over the middle. The decision 
to throw has to be made quickly, though, or your 
partner will be out of position. Two steps back and 
throw! Once your teammate has the ball in the 
middle, he'll turn upfield. You should switch to block 
for him as your opponents are likely to have men in 


he 
fe 
R 
p 
the area. | 
Punt Fake 
Simms is not limited to short passes by any means, 
| 





Th 
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fe 


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On the Punt Fake you have three good Receivers 
running deep patterns. Manuel, the best New York 
wide Receiver, runs the middle route and is your 
intended Receiver. Since you're starting in what is 
really a shotgun formation, you can wait for a count — 
of 4 of 5 before throwing. That should give your 
teammate ail the time he needs to get open. Don't 
count on too big a surprise, though. On a real punt 
there is a kicking arrow. 





Blitz 2 Deep 


The Blitz 2 Deep is particularly effective due to the 


On 
have Player 1 switch while Player 2 stays back to 
cover pass. Or vice versa. Also, if the play goes 














OFFENSE 














Button Hook Pass * Draw Fake Pass Zone 4 Deep * 

Lead Option * Draw Blitz Man-to-Man * 
Crossing Deep Pass * Rollout Pass 4 Man Rush Man-to-Man 
Screen Pass Pitch Out * ‘Stunt 3 Deep * 
Rollout Pass Pass Play Action * Pinch 2 Deep 

‘Sweep Power Right * Blitz Man-to-Man * 
Punt Fake Sprintout Pass * Double Team WR: 
Punt Power Sweep * All Blitz Man-to-Man * 
Play Action Pass Slant 2 Deep 

Dive Blitz 2 Deep * 

Quick Pass * Zone 3 Deep 

Power Off Tackle * ‘Stunt Man-to-Man * 
Deep Out Pass * Lead Man-to-Man 
Counter * Hot Blitz 3 Deep * 
Field Goal Fake Zone No Deep 

Field Goal Hot Blitz Man-to-Man * 









he Pitch Out Is 
Simple And Potent 


The Pitch Out is basically a sweep play with super 
blocking. The reason for this is that your teammate 
sets up as a Fullback with a Halfback running inter- 
ference for him all the way. On short yardage downs, 
or even on first down, you can pick up a lot of real 
estate with Carthon bulldozing down the field. It’s 
also a simple play that you and your partner won't 
have to practice ahead of time. You can further con- 
fuse the opposing players by substituting a fresh 
Receiver before the play. They may well choose a 
pass defense and be out of position. 

As the QB, your only job, 
aside from calling for the 
snap, is to switch to the 
blocking Halfback and pick 
up any nearby defensive 
players. You won't have to 
worry about a hand-off 
because the ball is automati- 
cally snapped to your 
partner. Once it is in his 
hands, he should start 
hoofing it toward the right. 





Past the line of scrimmage, 
your partner should start 
using open field running 
techniques, such as using 
his blockers as picks and 
running away from defenders 
at a right angle. For your 
part, stay with a block only 
long enough to allow your 
partner to run by, then break 
free or switch to a blocker 
further upfield. 


things. First, play the Receiver close, 
| but keep to the inside and just slightly 
behind him. When the pass is over- 





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NES PLAY ACTION FOOTBALL 


w York Power 











FouR 
J PLAYER 
BER GAME 
utton Hook Is A 
Bavaro Showcase 


The great thing about the Button Hook Pass is that it 
is a short pass, but not as likely to be intercepted as 
the Quick Pass. Bavaro, from the middle position at 
Tight End, is the primary Receiver. Manuel, on the 
left side, is your option, and a good one. Your partner 
may choose to go with Manuel because there is less 
traffic near the sideline, which means the pass is 
easier to catch and, once caught, easier to gain extra 
yards. The Button Hook is a good play for second 
down and short when you have nothing to lose. 


You must drop back quickly, 
though not too deep, and 
throw the pass right away, 
because all the routes are 
fairly short. The name Button 
Hook refers to the fact that 
the Receiver will come back 
toward the QB to catch the 
ball. It's safer than the Quick 
Pass because the Receiver is 
J in front of the defender. 


If your teammate chooses 
Bavaro's middle route, he'll 
run straight out then take a 
few steps back to catch the 
ball. There will probably be 
defenders around, so you'll 
have to dodge quickly to 
avoid being tackled. Luckily 
Bavaro has good speed. On 
the outside, Manuel may be 
in single coverage and able 
to catch it on the run. 





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VOLUME 19 23 


4-Player Extra 


ROSTER 


OFFENSE 
Starting 
Line 
up 



























Starting 
Line 
up 





24 STRATEGY GUIDE 














Running Offense 





If you choose Miami, you choose a team that's as home in the air as 
747, and with about the same long distance range. This team was mad 
to pass. Marino to Clayton, Duper and the Tight End, Edmunds is t 
focus of your offense. But Logan at Running Back can steal some of t! 
attention when he suddenly sweeps out of the backfield or takes a scree! 
pass. On the defensive side of the field you have two fine Cornerbac 
helping out the Free Safeties Oliver and Williams. But, like Houston, tl 
Miami team is one of the weakest overall. 


































Play Action Pass 


Duper on the left side runs a medium deep route 
and Clayton on the right runs a short pattern, When 
Duper is the intended Receiver, you should drop 
back 3 or 4 steps to allow your teammate time to 
get into position. Throwing to Clayton is much 
quicker. Take two steps and throw. The middle route 
is to Smith, who comes out of the backfield. You 
should throw the pass after a single step. Once the 
pass is caught, switch to a blocker to give your 
partner some running room. 


Shotgun Bomb 


Marino can be devastating with this play, lofting the 
ball 30 yards to speedy Receivers, who can tack on 
an equal number of yards once they've snagged the} 
ball. Edmunds runs the middle route, Duper the left 
and Clayton the right. Any one of them is a good 
choice. Your partner should choose different routes 
and use the Opposite option so the defense won't 
start catching on to a favorite pattern. As QB, you 
won't have to drop back, since you're already in the 
shotgun formation. 


Deep Out Pass 


To make full use of Marino and his Receivers, try 
the Deep Out Pass. The three routes—one short, one 
medium and one long—spread the offense all over 
the field. As a result, each of your Receivers will 
probably face one-on-one coverage, which gives you 
an advantage. You'll know where you're going, but 
your defensive opponents won't. Clayton on the right 
offers the most tempting target, but mix it up. 
Choose Clayton one time and Duper on the left the 


next time. 
MIAMI Playbook 


Button Hook Pass Draw Fake Pass * 
Lead Option * Draw 

Crossing Deep Pass" Rollout Pass * 
Screen Pass Pitch Out 
Rollout Pass * Shotgun Bomb * 





DEFENSE 
Zone 4 Deep * 
Blitz Man-to-Man * 
4 Man Rush Man-to-Man 
Stunt 3 Deep 
Pinch 2 Deep 








Sweep Blast Blitz Man-to-Man * 
Punt Fake Pass Play Action * Double Team WR 
Punt Power Right All Blitz Man-to-Man * 
Play Action Pass * Slant 2 Deep 

Dive Blitz 2 Deep * 

Quick Pass Zone 3 Deep 

Power Off Tackle ‘Stunt Man-to-Man 
Deep Out Pass * Lead Man-to-Man 
Counter Hot Blitz 3 Deep * 
Field Goal Fake Zone No Deep 

Field Goal Hot Blitz Man-to-Man * 





APlayer >aice| 


ST as ear 
0 


106 








Come, young adventurers ... gather your belongings, | the same resolve | now see in your eyes, and all have 
your weapons and magic, and step through this _ failed. Come Thor, with your skill in battle, and Merlin 
magic portal into the dark dungeons and misty under- the powerful magician. Come Questor of the quick 
world below. Come, with your fanciful ideas about feet and you, Thyra the cunning Valkyrie. Come and 
dragons, maidens in distress, and treasure, for you —_ experience incredible 4-player excitement. Come and 
shall find them all, but beware! You are not the first run the Gauntlet... 

young souls to travel here. Many have entered with 


THESE ITEMS WILL AID YOU YOUNG WARRIORS 


Hidden in the dark recesses of the 
Gauntlet are many items that can 
aid you on your quest, left behind by 
adventurers less fortunate that 
yourselves. Some of these items 
are absolutely essential to you, 
while others are not. Take what you 
need, and remember your fallen 
brothers, for without the items they 
have left behind, you will most 
surely perish here, miles beneath 
the land you call home. 


Shoot the Blue Potion from 
a distance, and it will work 
just as if you were holding 
it. This can be extremely 
helpful when Death is 


Use Potions to destroy the 
more powerful enemies, 
such as Death and Acid 
Puddles. Unlike the Blue 
Potion, you must pick up 
the Orange Potion to use it. 


A Poison Potion will 
decrease your Life Level by 
100 points. The best way to 
deal with this menace is to 
shoot it and get it out of 
your way. 


Long ago, someone 
dropped this bottle of cider. 
Drink it and you will regain 
100 Life Points. 


Ah ha! You have found a 
plate of food. Eat it and 
gain 100 Life Points, but eat 
quickly. | think | hear 
something coming down the 
hall! 


You have found some cured 
meat, It will restore 100 Life 
Points if eaten. Eat, 

lad... you will surely need 
your strength before the 
day is out. 


This Amulet will make you 
temporarily invisible. Go 


quickly, before the effect 
wears off! 


Wear the Amulet of Repul- 
siveness, and the hideous 
creatures of the underworld 
will be frightened and run 
away from you. 





Poison Cider acts just like a 
Poison Potion. However, if 
you shoot the Poison Cider, 
it will slow your enemies 
down for a short time. 


26 STRATEGY GUIDE 


The Amulet of Invincibility 
will protect you from 
receiving any wounds for a 
time, so use it wisely. 





This item will cause your 
weapons to reflect off of the 
dungeon walls and help you 
defeat enemies in those 
hard-to-reach areas. 


This Amulet will give you 10 
Super Shots. These Super 
Shots will destroy all monsters 
they come in contact with until 
the shot hits a dungeon wall. 


Use the valuable Transportabil- 
ity Amulet to walk through walls 
and other obstacies. With it, 

you'll be able to pass through 
any solid object for & short time. 


Hidden treasure is the 
reason most young adven- 
turers try their luck in the 
Gauntlet. But 

beware . . . greed will most 
certainly cause you harm. 


The mystery potion may 
contain delicious cider or 
deadly poison. Drink it at 
your own peril. 


Use Keys to open the many 
locked doors found in the 
Gauntlet. Keys are plentiful, 
but if you use them foolishly, 
you will surely perish. 


Some special treasure boxes 
will have to be opened with a 
Key, but usually this means 
the treasure inside will be of 
a better quality. 





GAUNTLET II 








AUNTLET 
CHALLENGE 


Descriptions of the Gauntlet are E& 
shrouded in mystery and confu- 
sion, Every traveler who returns 
has a different story to tell, so it 
seems that the levels change each 
time you enter. However, the few 
who have returned all agree in 
some form about the first 5 levels. Mainly Ghosts and Grunts 
Here'is a description of what is inhabit Level 1, but there 


known to be true. is rumored .to be a 
secret exit to Level 6. 





The exit in this level 
magically moves from 
place to place. If you 
find a location where it 
has been before, have 
patience, as it will 
surely return. 





Ss Of The Gauntlet? 


tas There is no way to tell in what 
order you will encounter the 
levels after Level 5, but it 
seems that eventually you will 
come upon some of these very 
tricky places. This level will 
scroll forever in any direction, 
and will keep repeating itself. 
Just find the exit somewhere 
near the center and don't 
attempt to explore the whole 
thing. 





VOLUME 19 27 


4-Player Extra 


will damage other 

5 in your party in this 

e careful. The best 

to spread out so 

ve is less chance of hitting 
one another. 


seensenseseee|esenns 


if 


F 
ie 
a. 
i 

! 

f 


Reflective shots from other 
players and even from yourself 
are more dangerous in this level 
than the many monsters you 
will have to defeat. Spread out, 
and be sure to fire only when 
you absolutely have to. 


Gaupre 
weet athe? 


Ouch! If you keep 
shooting yourself, 
the monsters are 
going to be out 
of a job! 


28 STRATEGY GUIDE 










Your Shots Stun Other Players 


Whityour fellow adventur- jg > | oil {eT THT HAHAH 
Seimethis level, they will 
ol Stunned. They won't be 
Bable to move for a few seconds, 
giving the enemies plenty of 
time to gain the upper hand. 


f 
Ht 
f 


i 
ni : 
JN et 





“Yow! Watch where you're shooting 
wizard!!" 

















'oors 


This level is filled with doors, 
but there are enough Keys lying 
around to grant you passage 
through the level. However, you 
still must be wary of using all of 
your Keys too early. Thrift, 
young heroes... thrift. 


Open too many doors at once, and 
you'll be surrounded by rampaging 
enemies. 

VOLUME 19 29 


4-Player Extra 


might become trapped forever! 

Stay close, and let one player 

maneuver through the Invisible 

Walls, while the other players 
moply follow. 


wae 


30 STRATEGY GUIDE 


Many false Exits fill this level. 
Spread out, and try them all, for 
there is no way to tell a true Exit 
from a false one, until you have 
stepped inside it's magical 
boundaries. 


By running in a zig-zag pattern, you 
can identify the false Exits much 
more quickly. Go now, and 
godspeed! 





GAUNTLET i 


Somewhere in the deeper levels 
you may find a powerful Dra- 
gon. Not much is known of 
these mysterious beasts, but 
you can be sure that if you do 
meet a Dragon in the depths of 
the Gauntlet, it will be the stron- 
gest of all enemies you face. 


Use all of your Potions here, if you 
have any left! 


EXTRA SPEED 


EXTRA PICK-UP POWER 


q \ 
HOW TO DEFEAT THE DRAGON ALONG LOST LEGEND ABOUT 


Use one of your You can use Super | THE DRAGON AND HIS TREA- 
party members to Shots to destroy the | 
anchor the top of t 


Dragon, but then 
the screen, so that the Dragon is you take the risk of also destroying 
just visible at the bottom of the his treasure horde. 
screen. From this position, you will 
be able to attack him without 
allowing him to use his powerful 
Breath Weapon. 


Keep one party member at the right You defeated the Dragon, now hold your 
part of the screen as an anchor. fire or you'll destroy the treasure! 


VOLUME 19 3) 





How To Survive Life In The GAUNTLET 


Lifeimthe Gauntlet isno easy task, Staying in a certain spot, while the 
young heroes. If you are to survive, other characters explore. This will 
it will take all of your cunning, allowyou to get to heavily guarded 
guile and might, and a bit of luck tems easily, because not all of the 
as Well. The fate of those entering enemies will be allowed on the 
this vile-place is almost always Screen. 
determined by how well they work 
together. The screen scrolling in 
Gauntlet IT can be used to your 
advantage if you are clever. One 
player can anchor the screen by 














Bre 
GOUSTLEY ner Ae, 


Ps 
o 


GOULET re 





You charged ahead foolishly, 
and now you will pay the price 
of inexperience. 


Diagonal Attack 


The Red Wizard anchors the screen while e 
the others explore. . 





You can attack enemies at a place where two walls 
meet diagonally. Using this technique will allow you to 
battle the monsters one at a time, and using the walls 
as protection will reduce the effect of wounds you 
sustain. 





is most powerful. 





32 STRATEGY GUIDE 


al | 
CrumblingWalls Use PoisonTo Run Out Of Keys? 
Donot trust your eyes. Some walls Your Advantage Try This Tactic 


that seem solid will break away 

easily when shot. Allis not always — Shooting Poison will cause a poi- If you run out of Keys find a safe 
as it seems, young adventurer. sonous fog to slow down the on- spot and hide. If you do not attack or 
rushing enemies. One of the ways — move for 120 seconds, all doors on 
to survive the Gauntlet is to turn the level you are on will open! You 
disadvantage into advantage. constantly lose life in the Gauntlet, 
even if no enemies are attacking 
you. So, be sure you have enough 
life to survive the wait! 








Sometimes, you can 
even find items or food 
hidden in these walls. 





Shoot the Poison and buy yourself What strange magic is this? The doors 
some much needed time. have opened by themselves! 


i Have Patience, And All Will Become Clear 


Patience is the key to many things. If 
you can stay absolutely still without 
moving or attacking for 135 
seconds, all the walls on the level 
you are on will turn to exits, and you 
will be able to go on to the next 
level! 





Ha! Now you can get out of this trap easily. 





VOLUME 19 33 


Thor Is The Key 


Each player can only hold 6 items, 
so try to keep the Keys in the hands 
of the non-magical characters, 
especially Thor. Thor is a great 
fighter, but his magic skills are cer- 
tainly not worth bragging about. 





eo a. 


Drat! Lots of keys and no magic when 
you need it. 


Apabagientinsdss 





34 STRATEGY GUIDE 


Magic ls For Merlin 


Merlin should not pick up any 
Keys, so that he will be able to 
carry Potions. Merlin is by far the 
most skilled in the arts of magic, 
so keep him stocked with 6 
Potions if possible. 







destroy the 
monsters, 





Keep running into 
the Transporter to 


Uh Oh, 
You're It! 


Whoever gets hit by this glowing 
sphere is “it”, which means all of 
the enemies will chase that 
character until he — touches 
someone else. The best thing to do 
is let Questor be “it”, because he is 
the fastest, and will be able to 
avoid the mon- 

sters the easi- 

est. 


> 


ul Lb? ee 
UTLEY 


Touch Questor and let him lead them 
off your path. 


Whenever you use the Transporters, you will 
automatically defeat any enemies you land on 
when reappearing. A wise strategy when con- 
fronted many enemies, especially Death, is to 
maneuver so that only one Transporter is on the 
screen, and you can simply bounce off of it and 


; destroy the monsters that have you surround- 
easagarszasananansicnaicicacs +31 isu t ed. 





GAUNTLET Il 





If one of the party members is run- 
ning low on energy and won't be 
able to make it to any food, let him 
take the lead and go down fight- 
ing. This will save the other 


characters’ energy, and the player 
who made this heroic last gesture 
can re-enter the game at full 
strength 
Feature. 


using the Continue 





Be sure to pick 
up the fallen 
character's 
Keys and 
Potions. 





Sometimes you will see treasure and items on the other side of two Exits 
that seems impossible to reach. The only way you can collect this treasure 
is to walk diagonally between the Exits. This is a very tricky maneuver, and 
will certainly take some practice to master. 





Walk diagonally, and 


We'll never get to that! presto! 





In some of the lower levels of the Gauntlet, you'll be able to lure attacking 
enemies into the path of the Demon's fireballs and save yourself the 
trouble of having to defeat them all. 





Let the Demons work for you, instead of against you. 


Death and the Acid Puddles are very tough ene- 
mies, but they are not very smart. They will 
always chase you in a straight line. The trick is 
to trap them behind walls or items, as they will 

not maneuver around 


8 ed ad Ung items as long as they are 
a ‘ directly between you 
fe 3° and them. 
t] 








7 - v < 
ae ag ad 
Leave them on the other SSRSEVES: 

side of the wall and you : SAN <7 


can continue safely. rae ~ 
VOLUME 19 35 





4-Player Extra 


WHAT WILL YOU FIND IN 
THE MYSTERIOUS SECRET ROOM? 


Hidden somewhere in the depths of the Gauntlet are 
mysterious secret rooms. Legends tell of great trea- 
sure and powerful magic items hidden behind their 
walls, like those you gain from the Dragon's horde. 
Sadly, the way to enter these rooms has long been lost 
as the sands of time fall slowly over our land. The tales 
are great among the inns and castles, but who is to 
say who is telling some forgotten truth, and who is 
simply spinning tall tales. The secret to finding these 
rooms is hidden somewhere in the Gauntlet itself, so 
they say, but only the bravest and most wise of adven- 
turers will ever see these mysterious rooms. Search, if 
you will, but remember that many have failed before 
you, and probably many will fail after you have long 
since given up the wandering life of a dungeon explor- 
er, and settled down to a comfortable life above 
ground. 


yever 7° 


NyEP Meer 
ENG 








Will you be one of those that finds your way to these scarcely 
entered halls? 







1, Be 
HORE 
men re HERHBL 





Fut 





APlayer Extra 4 


1] 
NINTENDO CAME. 





4-Player Extra 





The non-stop action of the World’s most popular sport combines with the ability fo 
up to four players to join in, making Nintendo World Cup a real crowd pleaser. Com: 
munication is key as two players on each 
team control their individual team mem- 
bers and, at the same time, give direction 
to their computer-controlled teammates. 
Corner Kick Saves, Bicycle Kick Super 
Shots and miracle downfield boots to 
waiting players show that teamwork pays. 
Get your friends together and face-off 
for fun and exciting World Cup action. 


Select Your Surface 


While the World Cup tournament for 1 or 2 playersis surfaces send the ball bouncing high and make for a 
strictly on natural turf, the multi-player matches can _ fast ground game. Soft surfaces absorb the impact of 
take place on several different playing fields. Hard the drop and slow down the roll of the ball. 











The traditional World Cup surface offers The ball bounces soft and shallow on The ball stops almost immediately when 
good ball speed and soft landings. the soil and makes for easy control. it hits the sand. Bounces are low and 
slow. 








Bra 
= & = 
rN 
Rocks and dirt on this unkept field High bounces off the concrete can The no-friction frozen field can cause 
cause players to lose their footing. cause the ball to get away. the ball to get out of control. 


Set Up A Game Plan 


Computer controlled players will follow rules that 
you set for them before the game. Take your team- 
mates’ abilities into account and choose a plan 
that suits the team. If your plan isn’t working, you 
can change it at halftime. 


If your teammates are 
fast and strong, give 
them more individual 
control. if they re slow 
and relatively weak, 
make them play 
conservatively, 





= 





38 STRATEGY GUIDE 


4-Player Team Stats 


NINTENDO WORLD CUP 


Some of the five teams that participate 
in four-player matches have natural 


athletic advantages. 





The team from the USA is the only 
squad with players of varied skills. 
Each of the six players has his own 
signature Super Shot and a focus 
on offensive or defensive skills. 


The variety of Super Shots will 
always keep opponents guessing. 
Some can be shot from anywhere 
in the field and still blaze to the 
goal. Even when the Bicycle Kick 
has run out of steam, the USA 
Team carries out the Super Shots 
with style and finesse. 





given names. 


A suggested area of coverage 
MincHican\ belcnaiaed st.yed. see 


it hs 





field and should be ball carriers. 


























Talented and Diverse 

NAME POSITION SPEED | HP. S.S. | G.K. DEFENSE _ 
DON GOALKEEPER 2 40 3 60% | 
_DaYv | FULLBACK 2 40 3 40% 
amas | FULLBACK 2 38 3 40% 
TONY FORWARD 6 50 7 50% | 
MARK | FORWARD 4 40 7 30% i 
| TERRY | FORWARD 8 40 Ho 30% 

















One thing that is consistent about 
the players of the USA squad is 
that they re all slow runners. When 
opponents have the ball, members 
of this team often have difficulty 
catching up. 





The slow USA players are no match for 
speedy opponents in downfield races. 





One of the best. 


Hit Points 


Biosoc 











GK. Defense 


Since all of the players are slow, 
have them pass frequently instead 
of trying to overtake opponents. 
Keep the Goalkeeper near the Goal 
and let your computer controlled 
teammates back you up with 
passes instead of trying to shoot 
for the Goal themselves. 





v 
Ques §=A conservative team 
effort works best for 
the USA squad. Pass 
often. 


Each tackle and hit from the ball 
takes Hit Points from the players. If 
the player's Points run down to 
nothing, he'll be out until a Goal is 
scored or the half is over. 


The number of steps a player must 
run with the ball to send out a 
Super Shot. 


The player's percentage as a 
Goalkeeper at catching Super 
Shots. 


VOLUME 19 39 


4-Player Extra 


[FRANCE | [eee 
COMMON STATS 


The talents of this team are con- 
sistently lower than their competi- 
tors. They have very little speed 
and strength and should only be 
chosen if you're looking for an 
extra challenge. 


STRENGTHS 


When the Bicycle Kick can no 
longer be used to make Super 
Shots, you can rely on a relatively 
low number of steps needed to 
belt the ball toward the goal with 


Dribble the ball only five steps to send 
out a Super Shot. 


Speed 


Shot Steps 


Gl. G2vEit. 


The team is basically unskilled in 
all categories. Their weakest point 
is strength. If they're tackled or hit 
by the ball just a few times, they'll 
hit the ground. 


The members of this team tend to lose 
energy very quickly. 


TEAM RATING 


Not so good. 


Where The Action Is: 
Two Of Best Teams Face Off 


In 4-Player Match 





Since they are slow, your players 
should pass frequently to keep 
possession of the ball. If they 
dribble for a long time, they'll be 
taken over. Avoid tackling your 
opponents so that they can con- 
serve Hit 
Points, and 
keep your 
Goalkeeper in 
the goal. Use 


Your Offe: 


dribble 








NINTENDO WORLD CUP 


They're not the fastest or the 
strongest, but the England team 
can hold its own in a match with 
any other squad. They Il withstand 
a lot of tackles before falling and 
stop a lot of Super Shots at the 
Goal. 


STRENGTHS 


Statistically, the England team is 
the second worst of the four- 
player match squads. They do, 
however, have reasonable speed, a 
good backfield and a tradition of 
Soccer excellence that could work 
psychologically in their favor. 


Run quickly and reform the defense 
when opponents take the ball 








To move the bail upfield, Tony breaks free 
from his coverage and receives the pass 
from Terry. 


Speed 


| 
s| 


After the team has made five 
Bicycle Kick Super Shots in a half, 
they must run eight steps with the 
ball to send out another Super 
Shot. With their speed, those 
steps could be difficult in a pack. 


im 


Opponents can take over in a dribbling 
Super Shot attempt. 


TEAM RATING 


Not a squad for beginners. 


Weak Strong 


®) 











Tony bounces it back to Mark, 
setting up a Super Shot attempt 
It's good! 








eS 


Against good opponents, the team 
should pass frequently and mark 
players as defensively. When tak- 
ing on weaker opponents, they can 
take a more aggressive approach 
and run with the ball. 


TEAM 


What plan will you use ? 


Should The G.K 
cS 


Stata 


Yes 
No 


Outrun opponents when you have the 
speed advantage. 





Md VOLUME 19 41 


The German squad is the best in all 
categories except for running 
speed, where they are tied with 
two others. High Hit Points and an 
excellent defense against the 
Super Shot make them a great 
choice for beginning players. 


The ball won't end up on the Ger- 
man side of the field very often. 
When it does, though, it will sel- 
dom make its way through the 
Goal. Members of this squad can 
enter a pack and emerge with the 
ball consistently. 


rece 


Members of the German team have a 
definite tackling advantage. 
so S Opponents to the 
German team will be 
hard pressed to get 
} the ball through the 

goal. Even the strong 
Super Shots are 

= 





percent of the time 
by this strong squad. 


U.S.A. ITALY 


1-0 





After the initial USA score, both teams 
have been scoreless with the half almost 
complete. Italy now makes a new attempt. 


42 STRATEGY GUIDE 


stopped more than 50 









While there really are no weak- 
nesses to this excellent team, their 
least impressive statistic is run- 
ning speed. Since the players do 
tend to be larger than those on 
other squads, they can run only as 
fast as the Italians. 


The Germans are 
not known for 
speed and oppo- 
nents can steal 
the ball if given 
the chance. Even 
so, the Germans 
can always get it 
back. 


AM RATI 


Number One! 














Cxux=. @HUEIZ 





GK. Defense 


Ee i 





There's no need to pass often with 
the German squad. Even though 
some teams can run just as fast, 
the Germans can easily recover 
possession. If you want an extra 
man in the action, let the Goal- 
keeper leave the Goal. 





German players can 
usually get control 
of the ball whenever 
they come in con- 
tact with opponents 
on the offensive. 
Tackle them before 
they have a chance 
to shoot. 





With their quick dribble and team 
finesse, Italy makes a late try for the 
Goal. 














The Italians are second only to the 
Germans in all-around team 
strengths. They re as fast as any of 
their competitors and they can 
stop the Super Shot consistently. 
Their own Super Shots, though, 
will take time to perfect. 


STRENGTHS 


Speed and strength rate high on 
the Italian squad. Their advantage 
is in endurance and Goal Line 
showdowns. They may not be as 
flashy as the German team but, in 
the right hands, they'll be able to 
go just as far. After some experi- 
ence with the German team, 
choose the Italians. 









It's in the air, but, time is very tight! 





= 





A running Super Shot for the Ital- 
ian squad requires 13 steps. Since 
the players run quickly it can be 
difficult to count the steps. You'll 
have better luck with a Bicycle 
Kick. 


The Italians must run the ball almost 
half the length of the field for Super 
Shots. 





TEAM RATING 


An all-around unstoppable team. 





NINTENDO WORLD CUP 





GK. Defense 





we 


The Italians have no need for 
constant passing. Let your team- 
mates dribble and shoot often but 
have the Goalkeeper stay in his 
place. Even though they are a good 
team, a conservative approach is 
recommended. 








Have the 
Goalkeeper stay 
near the Goal. 
He's crucial to 
your success. 





HALF TIME 
U.S.A. ITALY 


1-0 
3 





The USA team is saved by the end of 
the half 


VOLUME 19 43 


Winning Techniques 


Soccer is a game of speed and strategy. 
Here are some tips to help your team 


work together. 








Corner Cue 


When your opponents kick the ball out of bounds at 
their end, take advantage of the Corner Kick and set- 
up a score! 








Stand near the Goal and 
Bicycle Kick it through! 


Ai 


Your opponents sometimes 
kick the ball out-of-bounds 
on their end, 





@ Super Shot From Anywhere-e 


The USA squad has a player that can curve his Super 
Shot so that it will always go for the Goal. Keep Dayv 
in a far corner and try for a long lob in his direction. 
He'll send it flying with a Bicycle Kick! 





The other side kicks Dayv sends it right back. 


the ball down field. 





Give And Go 


Bring the ball downfield in a hurry and keep it from 
your opponents with the classic Give and Go strategy. 
Two players run the length of the field side by side, 





Run down field with your partner at the 
distance shown and keep passing as 
you receive it 





The second half is underway and Italy 
is coming back with the consistency 
and strength they're known for. 


44 STRATEGY GUIDE 








—e 


always passing as soon as they get the ball. The zig- 
zag pattern keeps opponents running back and forth, 
never quite reaching their man in time. Even the 
slowest running teams can 
make use of this strategy. 


Your opponents will always be 
one step behind with the Give 
and Go. 





The USA team tries to come 
back but the Italians are too 
fast. They take it away again 


Leap And Bounds—_————-e 


Slow players can actually move faster by jumping 
repeatedly instead of running when they're trying to 
catch up to the ball. 


Pick yourself up and do it 
again. 


Pull Them Away 


Pull the defenders from their positions by dribbling 
the ball down the side. By the time you get to the far 
corner, your teammate waiting close to the Goal will 
be alone with a straight shot to the Goal. Pass it to him 


Jump head first downfield. 


NINTENDO WORLD CUP 


Angle It In —-—————_ 


Players can run, pass and shoot in eight directions. 
Diagonal shots often will go right past Goalkeepers 
who are looking for the straight shot. 


The Goalkeeper is ready for 
a straight shot. 


Make him dive for it with a 
diagonal. 


quickly and he'll have a clean try for a score. The com- 
puter players do use a zone defense but you can catch 
them off guard. 


Run down the line and let 
your opponents close in. 


Pass it to the open man, 


Quickly bounce it into the 
Goal before the other side 














And Far-——_—_® 
When you pass, the ball always goes to your closest 
teammate. You can send it all of the way down in a 


hurry, though, by shooting and alerting your partner to 
catch up with it at the other end. 


FP 


The shot is faster than the 
pass. Keep your partner clued 
in on when you're going to 
send it down, 


Head It 


To perform the Bicycle Kick Super Shot, you'll have to 
get a teammate to pass the ball to you in the air. When 
you have control of the ball, pass it to your teammate, 
and while its on the way to him, press the A Button so 
that he'll pass it back immediately. Since he'll know 
that he’s supposed to pass the ball to you before he 
even has it, he'll bounce it back with a high lob off his 
head. It'll come back to you with more than enough 
height to Bicycle Kick it on through. 





Toil 


The ball will have a lot of 
height if your teammate is 
above you. 


Bicycle Kick off a high lob 
and you'll score almost every 
time with an incredible Super 
Shot. 





APlayer Extra 








.% 
and Serpents” is a trademark of Acclaim Entertaiment, Inc. * 


Swords 
© 1990 Interplay Productions, Inc. 


A Shadowed Maze Conceals An Ancient Evil 3 


Where the Serpent came from nobody knows, but its‘very presence in, the land spells 
chaos. Countless are those who sought and failed to rid the world of this menace, ‘stealing _ 


into the labyrinth home-of the Serpent, armed with sharp steel and rumors . : -and hope. 


Now, another four will take the challenge. 


Legend tells of aman known only as the Ruby Warrior 
for his ring, his shield and sword and crown, which 
bore the precious stones. It is said that one who would 
defeat the Serpent must have these items. Seek them 


at 


As the four of you descend 
into the labyrinth for the first 
time, you are bold, but untest- 
ed. The wisdom and strength 
of experience you require is 
gained through battling foes. 
Save the game each time you 
attain a higher Experience 
Level. 


SS 


Armored men, whose spirits have been corrupted by 
the Serpent, guard the stairway to Level 2. The warriors 
of your party should attack when they can. Watch the 
position of the sword and 
shield and strike exposed 
areas of the enemy. Your 
magician should use Heal 


when energy levels drop. 
= ye le \-a DAike mice li-1e)\g 
* Follow Your Leader 


One member of the party must 
lead the others on their quest, 


Defeat is not the end of 
your quest. Visit Temples 
to revive fallen partners, 





controlling the direction of 
travel. How you choose is up to 
you, but choose wisely. 





48 STRATEGY GUIDE 








in the maze. Seek also clues to the location of the Black 
Crystal, with which you may teleport from Level 1 to 
Level 13. Throughout the levels you will uncover magi- 
cal items, but visit Armories, too, and listen for clues. 








WW Stairways 


Ley Secret Doors 
Locked Doors 























. Teleporter* 
(to Level 6) 
. Information 
Information 
Temple 
Wise Man 
Information 
Wise Man 
. Information 


Information 

. Wise Man 
(Black Crystal Puzzle), 
Wise Man 

. Armory Shop 

. Spell (Sting) 


ZOmmoowD > 


% Note: To use Teleporter (A), see page 52. 





SWORDS and SERPENTS 








The second Level holds greater dangers and 
greater rewards for your fearless band. Learn the 
secret of traveling swiftly through the maze via Zoom 
Tubes and Teleporters. Search for the Great Sword in 





WW Stairways 








JDoors _ EX\Secret Doors 
JLocked Doors 


Zoom Tube 
(to Level 1) 
Information 

. Information 
Information 

. Ruby Glasses 





. Spell (Shield) 
Information 
Great Sword* 

. Wise Man 
Wise Man 

. Teleporter 
(to point L) 


% The Great Sword is hidden somewhere in this maze of tiny 





Each player should be assigned 
a special task: 1-The Leader, 2- 
Map Maker, 3-Message Keeper, 
4-Monster Tracker (who keeps 
track of monster strengths). 


the Maze of Doors. Unlock the mystery of the hidden 
chamber, which holds the first of the treasures left by 
the Ruby Warrior. Above all, gain strength and wis- 
dom for the trials ahead. 


How it came to pass that such useful devices were built 


in the labyrinth is a great mystery. Take care to map 
where each begins and ends. 


The Zoom Tube sweeps your Teleporters may warp the 
party up to the previous level. adventurers between levels or 
Use it to return to the Temple between two points on a 

to restore energy. single level. 


aS 


When you first arrive at 
the chamber where the 
Ruby Glasses are hidden, 
you will find a Gold Lock 
on the door. There is noth- 
ing that can be done about 
it until you return from 
Level 3 having won the 
Gold Key. 













Magician, Heal Thyself 


! If you have two magicians in 
! your party, each should be in 
: charge of keeping one of the 


fighters or thieves healthy dur- 
ing battles. 


VOLUME 19 49 


4-Player Extra 





The cunningly complex design of the Serpent's maze 
hinders your party as you explore this third treacher- 
ous level. Everywhere are doors that won't budge, trap 
floors and foes who grow stronger and smarter the 


To heroes who have traveled this far, fighting fiends 
and ghouls at every step, the complex locking mecha- 
nism of the inner doors may seem an unnecessary pre- 
caution. Hasten your descent into the maze by follow- 
ing the sequence of Remote Triggers listed below the 
map to unlock the doors. Go first to point L, then points 
E and |. 


When you have tripped the 
three Remote Triggers and 
the final door stands open, 
move on to the dangers of 
the northeast quadrant. 












Hidden long ago in the floor tiles of 
the maze were traps to wound 
unwelcome visitors like yourself. 
On this level, such traps are found 
only in the northeast corner, but 
elsewhere in the maze you'll 
encounter more of them. 


Avoid damage 
squares by keeping 
near the walls. 








further you journey into the roots of the Earth. But 
here, too, you will discover a valuable Horseshoe, a 
Gold Key and the Mirror Shield. Words from the Wise 
Man may save your lives, so listen closely to him. 




















=] Doors Secret Doors 
[) Locked Doors 


. Spell (Deadeye) 

. Mirror Shield 
Gold Key 

Magic Fountain 

. Remote Trigger #2 
Wise Man 

. Information 

. Horseshoe 











1] Stairways 























Remote Trigger #3 
. Wise Man 
Information 
Remote Trigger #1 
. Information 
. Information 
, Zoom Tube (to Level 1) 


rOnmoom> 





f 4-Player Extra Strategy 
And The Password Is... 


Swords and Serpents provides five 
passwords--four for characters and 


one for the game--so that you may 
use characters from other Swords 
and Serpents quests ina continuing 
game. Just beware of entering a 


character who is too strong or weak 
for the level of your game. He will 
either hinder progress or make 
things too easy. 





50 STRATEGY GUIDE 


Endless, winding corridors teeming with enemies 
are what the four of you face on Level 4. There you 
will meet puzzles to tax your brains, search for 
invisible doors in the stone walls and discover a 
Magic Fountain where magicians restore their 
depleted reserves of magic points. The potent 


LEVEL 4 





Death Mist spell is hidden here, as well. Remember to 
take the Zoom Tube back to Level 1 if your energy runs 
low. 


It is not a slash on a door or a masked avenger, but a 
riddle that keeps the door to the center of Level 4 


securely locked. 




















Door Switch #1 
. Door Switch #2 
. Spell (Strength) 
Information 
. Information 
Wise Man 
Door Switch #6 
. Door Switch #7 
. Information 
. Magic Fountain 
. Wise Man 
. Door Switch #5 


rAC-TOMNMIVOW> 


Various treasures will be won by mem- 


bers of your party as they defeat ene- 
mies. Some of these items will be useful 
only to one or another of the characters. 


a 





] Doors z 
BjLocked Doors | 


Secret Doors 


{@)HStairways 














x*XE<CHHDOVOZE 


Information 

. Door Switch #8 

. Information 

. Information 

Spell (Death Mist) 
Magic Fountain 
Door Switch #3 
Teleporter (to Level 9) 
Zoom Tube (to Level 1) 
Information 
Information 

. Information 

. Door Switch #4 








Imagine a giant letter ae - 

Z placed on top of the (ay switahos'to 

maze. The corners of A, B, S and 

the Z correspond to Y. 

the locations of the 

first four Door The Wise 

Switches listed fa Man eee 

you wil 

beneath the map. riddles. 
“Never do anything right,” 
says the Wise Man. He's not 
joking. Its another riddle. 


What he means is that you 
should ignore the door to your 
right. Leave the room by walk- 


If you go right, you'll ing through the left wall. 
enter a long dead-end. 


Go left. 





Once again the riddle master of the maze teases you 
with double meanings. To unlock the door in front of 
you, proceed to the left--clockwise--where you will 
encounter four Door Switches. If you go counter-clock- 


wise, you'll just waste time and 





lose valuable energy and magic 
points. 


4-Player Extra Strategy 
Trading Maces 





For instance, a magician cannot use the 
Crush Mace. So, if you obtain an item - 
that you can’t use, trade it to someone 
who can. 


senna we 


VOLUME 19 51 





4-Player Extra 


Level 5 of the great labyrinth is the strangest yet, with 
corridors that do not end and hints more obscure than 
ever before. But this is also the end of the first part of 
your quest. As you recall, the Temples are on Levels 
1,5 and 10. Of even greater benefit are the magic 


The corridors of this maze seem endless, but that is an 


illusion, for the top of the map grid joins to the bottom, 
and one side leads to the other. 


This level is called Haven 
because here you will find the 
second Temple. In the Temple 
you can restore your energy and 
revive defeated partners. Save 
the game so you'll begin on 
Level 5 in the future. 





Until you reach Level 
10, this is your new 
base. 


Haven contains two of the most vital magic spells in the 
game. Flight allows you to fly safely over floor traps 
while Passwall enables you to penetrate solid walls. 
Know that your quest cannot be completed without 
Passwall. 





With Passwall you can now 
make use of the Teleporter in 
Level 1 which leads to Level 6. 


When you discover a trap in the 
floor, mark it on your map and 
use Flight to avoid it next time. 


At Level 5 your party has faced many challenges and 

dangers. Now prepare yourself for 11 more levels of 

acid pool traps and riddles within riddles. Following is 

a list of what you must do. Seek the items of the Ruby 
52 STRATEGY GUIDE 











) %e 


“spells learned in this level. But with the rewards come 


risks, because the most powerful enemies ever are 
lying in wait! 




























Doors =)\Secret Doors 
=) Locked Doors 














Stairways 


























A. Armory Shop H. Spell (Passwall) 

B. Information |. Glow Cloak 

C. Temple J. Spell (Flight) 

D. Wise Man K. Information 

E. Information L. Wise Man 

F. 400 Gold M. Information 

G. Magic Fountain N. Zoom Tube (to Level 1) 









Warrior in Levels 6,7,11 and 13. Win the Black Crys- 
tal in Level 12. Map all that you see and record every 
word of the Wise Man. If you do all this, you may meet 
the challenge of your final destiny. 


ApPlayer Paice, 


E 


= 


a a 


V_BALL 





4-Player Extra 


Get ready for some sand-spiking excitement with Super Spike V’Ball from Nintendo. The 
two-on-two action of Beach Volleyball makes an ideal subject for a 4-player NES sports 
game and Super Spike : 

V’Ball is perhaps the easi- 
est of all to play. With only 
four guys to watch and 
control, you and your part- 
ner are free to concentrate 
on real V'Ball strategy (with 
a little bit of “California 
Dreamin’” thrown in, cour- 
tesy of moves like the Sup- 
er Spike!). 





Super Spike Quick Attack 


To pound your opponents with a Super Spike, when This quick trick can take even experienced players by 
the ball is in the air, jump underneath it and rapidly SU'Prise. When your partner sets up the ball, don't 
1 ome press “B.” Hit “A” Wait for it to come down near the net. As soon as he 

Me to unleash the Sets it up, get close to him, jump and spike. 


power! 









--——— Jump, Power-Up, and 


KABOOOM! Be sure 7 . 
your hand is lined up Use Turbo to do a Quick Super 


with the ball before Ske. 
you swipe at it. 


Spike The Serve 


Although this move may not be legal in regulation vol- gy 
leyball, in Super Spike anything goes! If you time it 
right, you can jump and Super Spike the opposition’s I 
serve. Be sure to back up your partner if he tries this 
move, since it can be difficult to pull off. 








Just Get It Over The Net 


Of course, you can hit the ball three times 
while it’s on your side, but the third hit has 
to send it over the net. When you receive a 
serve, try to hit it over the net with your 
second hit. This will give you one more hit if 
you miss it, and it makes the action faster,  You'l| have to be quick to return 
catching your rivals off guard. the ball in two hits. It takes 
coordination between team mates. 





54 STRATEGY GUIDE 





SUPER SPIKE V’BALL 


Gump Serve prammeusnmememnmemusee oe 


All the real pro V’Ballers use a 
jump serve for greater power and a 
better angle of attack. To Jump 
Serve, press the A Button to throw 
the ball up, hesitate until it starts 
falling, then quickly jump up (B 
Button) and hit the ball (A Button). 
Use the directional arrows to aim 
your serve. 


You won't be defenseless against 
the many powerful offensive tac- 
tics. If you jump directly across 
from your Super Spiking opponent 
and power up by repeatedly pres- 
sing the B Button, you will come 
out on top, and block his spike into 
the sand. 


The jump serve is faster and easier 
to aim than the standard lob serve. 


You must be next to the net and 
directly across from the spiker to block. 








VOLUME 19 55 


4-Player Extra 


Ee a 

















The Well Rounded 
Team is about aver- 
age in Power, Speed 
and Defense. They 
are a good option 
for beginning play- 


Although the De- 
fenders may not 
have the best team 
speed, they cover 
the court well and, 
can make some 













The Well Rounded Team's lack 


ers. 








If you don't pick a team in the 
Character Select mode, you'll 
Play as the Well Rounded Team. 








spectacular saves. 











The Defenders are tough and 
recover quickly from Super 
Spikes. 








rag . 7 As masters of defense, the De- 
Of true Weaknesseeise ie roe! than you inacertainarea youll | = Bi-\ Its fenders guard their courtlikeno | | courtdefensively,theDefenders | fii Uy WU e 
strength. However, they do not have to compensate with skill. ‘Speed ether teem Front accurate: eRe nf onines to — 
excel in any single skill. Use your speed advantage cross-court diving saves to offense, and their spiking power 
a against the Power Team, and shrugging off powerful Super isn’t particularly overwhelming. 
your increased power against Spikes, they can play even the = pS on 
the Speedsters and Defenders. Power Team to a stand-still. 
f 
° 
Power Defense Power Defense 













































The Super Spikes of 
these muscle-bound 
power houses will 
flatten even the 
toughest defenders. 
They are a fun team 
to choose if you like 
to make your compe- 


The Speedsters use 
swiftness to cover 
the entire court on 
offense and de- § 
fense. Their speed 
makes up for their 
lack of striking pow- 
er. 














tition eat sand. 








Prepare to be punished by 
Super Spikes if you play 
against the Power Team. 




















The Super Spikes of the Power To gain the ability to deliver The Speedsters are at their 
Team are so powerful they can such mighty spikes, the Power TEAM DATA TRIANGLE best eps attacks and 
knock down all but the perfectly Team spends a lot of time work- Speed double net coverage on 
positioned defenders. The ing out, which makes them 
opposing team will have to stronger but slower due to their 

worry more about muscle mass. They will have a 

staying on their difficult time 

feet than where to with teams 

stand. Use your which can 

power to “psych- accurately 

out” your compe- e place the ball 

tition. anywhere in 

the court. Power Defense Defense) 





speed! 

















56 STRATEGY GUIDE 








VOLUME 19 57 


4-Player Extra 


These strategies can be used with any number of players, but they work 
best with the flexibility of four human players. 





WY Block The Serve 


It takes practice to block the serve. 
Although a jump or lob serve can be 
blocked, it’s easier to block the lob 
because it’s slower. After the ball is 
hit, an X will mark the spot where 
the ball will come down. Use this 
mark to line up against the net and 
jump to block. If your partner is 
going to block the serve, be ready to 
back him up in case he misses. 








My 1 
Jump and Watch the angle on the 





stuff it! serve and the target Go for a Super Block on the serve for 
mark. Time your jump. an almost sure point! 
and spike. 





Y Team Communication 


When you're playing with a buddy, 
good communication is essential. 
But, at the same time, you don't 
want to let the other side know what 
you're up to. Good teams will create 
secret codes for each play. For 
example, the Quick Spike is a play 
that works best if the other team is 
unsuspecting. So when you want to 
do it, instead of yelling “Quick 
Spike,” make up a code word, like 
“Oil” or “Do it!” 


Y Create Confusion/Divide And Conquer 



















Even real V'Ball partners 
have action phrases to 
coordinate their attack and f 
defense. iS t 


Just as good communication can be a boon to your side, the lack of it can 
kill you. In the heat of action, it can be easy to get confused, and if you 


sense your opponents’ lack of communication, you can use it to your 
advantage. An especially difficult ball to play without communication is 
one hit right between two defenders. Either both defenders will go for it, 
causing a real tangle, or neither will try, each thinking the other has it. Ss 









Against teams with perfect defense, confusion is 
sometimes your only hope. Anything you can do to break 
their concentration will help your team (anything short of 
spilling a drink in their lap, that is) 


58 STRATEGY GUIDE 


SUPER SPIKE V’BALL 


WY Quick Spike W Aim Your Spike 
Surprise Attack Well 


Beginners are especially susceptible to the Quick | A Super Spike will almost always knock down a 
Spike as it can seemingly come out of nowhere when defender, but unless you aim properly, the ball will fall 
properly executed. So, beginners, it's best to play back inbounds. For best results, aim your Super Spike 
defensively at all times against a team that uses this at the rear of the court. That way, even if the defender 
technique. receives it, the ball will fly back out of bounds. 








Spike To The 
Back Court 


Spike To The 
Front Defender 


These poor saps weren't 
expecting a Quick Spike... 





Hit the ball and use the direc- 
tional arrows to aim it for the 
back of the opponents’ court. 





Ne = 


y Don’t Get Crossed Up 


Try to keep some distance between you 
and your partner unless you are going for 
a Quick Spike. Not only can you cover 
more of the court, but it’s less likely you'll 
lose track of which character you're con- 
trolling. Although it’s usually easy to tell 
which man you are controlling with only 
two guys on a side, in intense moments 
you may lose track. Concentration is the 
key! 








if you lose track of your character, both 
players may try to do the same thing at once. 
There is no advantage to ball hogs in Super 
Spike V'Ball; team work is essential. 





VOLUME 19 59 


4-Player Extra 








WY Aim Your Jump Serve WV Back Up Your Buddy 


The jump serve is the best serving technique to use, as 
it's difficult to block. The best serve heads cross-court 
for the far corner of the opponents’ court. This gives 
you more time to set up your defense. Mix up your 
serves to keep your opponents on their toes, but 
remember which is the most effective in case you 
need a quick point. 


Some teams are confused by serves 
that drop in the middle of the court, 
others can't return the corner serve. 











yY Team Work Wins! 


Before playing, decide who will play 
offense and who will play defense. 
The offense man should play close 
to the net, looking for an opportu- 
nity to spike the ball or block an 
opponent's spike. The defender 
should play back and be more free 
moving. Each player should be 


——— 


Defense ready for anything. 
Strategic Diagram 
a 
¥, 
A 
| 7 
Offense 





60 STRATEGY GUIDE 


When your teammate tries to block a Super Spike or 
serve, always be ready to back him up in case he 
doesn’t succeed. In a failed serve block, you can tell 
where the ball will land by watching for the mark. It's 
tougher to back up a failed spike block, but a diving 
dig will often pull it off. 






You weren't alert and lost the 
point... 


You saved the point! Play On! 





Wy Hang Loose, Dudes! 


Whatever you do in Super Spike V'Ball, don’t panic or 
get angry. If one team seems to be much better than 
the other, switch players. V’Ball really is the easiest of 
all the 4-Player sports games to control once you get 
the hang of it. Practice as much as you can, relax and 
have fun! 





ApPlayer Paice] 


Ivan Ironman Stewart’s 





TM&& Iran “Iron Man” Stewart's Super Off Road is licenced to 
Tradewest, Inc. by Leland Corp. VOLUME 19 6) 


GrabYour Partners And Hit The Dirt! 


Mix together some mud, boulders, 
racing machines and four NES- 
playing pals, and not only will you 
get a whole lot of smoke, you'll get 
off-road racing, the most grueling 
and punishing sport ever devised. 
Super Off Road puts you and three 
friends on the fast track of stadi- 
um off-road racing, with truck- 
busting courses designed by Ivan 
“Ironman” Stewart himself. 





| TIRES:-.----4 H 
$4,000 7 $Ap).000 
After each race, you'll have the 


\ 

I 
opportunity to spend your win- —_ | 
nings on parts to soup up your ; “ 
racing machine. Splurge your 4 . 
dough wisely to keep up with , & > 
the competition. ; 


Use Nitro to give your ma- 
chine an extra burst of 
speed. 


Better tires give your truck 
traction for going over rough 
spots and climbing obstacles. 


T. SPD--$ 4 9.000 
Ae 





| 
poe rizand 
oe eee ee 
Se IE. 
ns hed / / 
lronman's fabulous Speed Shop = eee = 


has everything you need to make 
your truck a winner. You'll just have 
to out-race your buddies and win 
{he cash first. - . 
“Baything youl peieehe in the. niches even. Spend Si Voar a spare | 
Speed. Shop will improve. your abe on Nitro:don't Ae your. 


Improve your accelerator to 
reach top speed quickly. 


The Top Speed option 
makes your engine more 
powerful and capable of 
greater speed. 


‘truck's performance; sothere isno (1 
uy (see ne 
in), In. ‘ 


‘fight or wrong item'to! 
Be dee iiteln tis 


i gested det oan 
‘buys and 


62 STRATEGY GUIDE — 








a a a a a a a a a a a a a a a a ae 





SHOCKS --$ & 1),000 


[i 
tusmt % 


Shocks make the ride over 
the rough a little smoother 
and faster. 


When you're done souping 
up your truck, select Next 
Race. You'll get a mini- 

preview of the next course. 








Study The Tracks And PlanYourAttack! 


Eight different tracks await your challenge in Super —_ ones. You'll run the tracks clockwise (follow the blue 
Off Road, each one more difficult than the last. The line below.) and counter-clockwise (green line). A 
sequence of tracks you tackle will giveyouachanceto crooked line indicates where to hit the Nitro. 
master the easy ones before you get to the tough 
























The Fandango track configuration is 
| a popular one in Super Off Road, but 
that’s good because it’s the easiest 
one in the game. The only tricky parts 
on the Fandango layout are the hair- 
pin curves in the central area of the 
® track. Grab the lead and hold it by 
taking these turns as tight as pos- 
sible. Use Nitro in the top and bottom 
straightaways to stay ahead of your 
competition. 
® Dangerous Curves 
Some players may 
take the central turns & 
slow, creating a 
passing opportunity. 

Steer carefully and Pw 
avoid the walls. 

















Although the Sidewinder track is 
wide, the surface is pocked with 
craters and strewn with boulders. 
It's a real workout for your shock 
absorbers! Use your Nitro in the 
straightaway, or in the upper right 
turn. Beef up your Shocks and Tires 
before you hit this road. 


Cutting Corners 

Stay close to the 
inner wall in the 
at | lower right turn to 


= ; A gain on the trucks 
x nA 


in front of you. 





\ 








©) Assail Obstacles Head-On 


Your truck can make some wild nitro-assisted leaps if 
you properly time the use of this powerful propellant. 
Make sure you're headed straight at an obstacle before 
you hit the Nitro. If you hit it crooked, your error will be 
magnified by the Nitro and you'll smash into the wall. 
Use the obstacles to leap over the trucks in front of you 
to take the lead. 





VOLUME 19 63 




































This fiendish figure-eight style 
course features a dangerous cros- 
sing point in the center. If you're in 
the lead, be careful in this area- 
your rivals may try to crash into you 
to slow you down. (That's a hint for 
you slowpokes . . .) 


® Rise Above 
You can use the ele- [igi 
vation of the upper E 

right turn to jump 


over the central > we 
crossing with a agi ba ss 
blast of Nitro power! * Ph 7 









Big Dukes also has a crossing 
where it's possible to get side- 
swiped, but the ramp-like dirt 
mounds of the junction makes it 
easy to jump over if you have Nitro. 
The track is not too tough if you 
keep up with the pack, but it can be 
difficult to catch up if you don't. 




















® Nitro Assisted Turns 

ZEEE § Use Nitro in the 

r=: upper right turn of 
this course, but 

| don't oversteer 





Get A Jump At The Start Avoid The Walls 


To get a lead at the starting line, use Nitro. This is Crashing into the barrier wall can slow you down 
especially effective if you're in the front row or pole more than running over obstacles. Be careful not to 
position. If you're in the second rank of cars, wait over steer or use Nitro when you're near a wall. When 
until your path is clear before you hit the Nitro. Don't you're running against a wall, be sure you're steering 
use Nitro when another car is directly in front of you. straight and not grinding the barrier. 


Hold down the 

accelerator until the Don't try to take 
gun goes off, and ' turns too 

then hit the Nitro. sharply or you 


Getting an early lead 
is the key to victory. 


may steer into 
the wall. 





64 STRATEGY GUIDE 






CLIFFHANGER 


& —- ——.._ 5 — 
in wwe EE ee 


SUPER OFF ROAD 


Although it looks easy with the long 
straightaway, the Blaster course is 
tough. You have to line your truck up 
perfectly in the straightaway to 
avoid driving up and over the 
embankments. Use Nitro to jump 
over the course, and for extra speed 
in the wide turns. 


® Pass In The Rough 
If you've improved [i NR 
your Shocks and a> 





? 


“a 


Tires, use the rough of ee } ? 
area on the left to = 
pass, as it slows ' 


tition. U == 4 





down the compe- 





Without barrier walls, the Cliffhan- 
ger is one of the fastest courses. 
You'll have to keep your racing 
machine on course and not cut any 
corners. If you cut even one, you'll 
be disqualified. If the other trucks 
get too close, try to knock them off 
the course. 


® Straightaway Play 
Neitetetietiely vit the Nitro at the 
start of the top 
straightaway and use 
your momentum to 
| zoom down the right 
side of the track. 








LN I 


La 








Avoid The Pack 


Don't try to push your way through a pack of cars on 
the inside of the track. Pass them on the outside 
using Nitro. 





iy) Pass with caution, 
and a Nitro boost of 
speed! 


Use Nitro Sparingly 


As a general rule, don't 
use Nitro repeatedly—a 
burst here or there works gists 
better. Use it to go over Fy 
ramps and obstacles or ax 
for speed in the straight- iim 
away. Using Nitro to take 
corners quickly also sal 
works, but takes practice. 





os 


Nitro can make the difference 
in winning or losing a race. 


VOLUME 19 65 













Only the greatest off-road racers 
make it to Hurricane Gulch. Not 
only does this track have lots of 
twisting turns and rough obstacles, 
but it's also very narrow in most 
areas, making passing difficult. 


® Leap The Gulch 





Pb 
ay 7.= 
Use Nitro to leap the gulch at the top 
center of the track, This wide straigh- 
taway is also the place to pass the other 
trucks. 






big ramp near the 
center of the track. 


You won't encounter this challeng- 
ing track until later in your racing 
career. The toughest part of the race 
here is the zig-zagging route at the 
top of the track. You may have to 
slow down by tapping the accelera- 
tor and steering carefully. 


© Blast Off The Big aed 
Use Nitro to blast (A a 2 
your way over the & wn Ve 


Sez! 











Team Play In Four-Player Mode 


With four players racing in Super Off Road, you can all race against each 
other, or in teams, two-on-two. When you race as a team, keep a record of 
who won each race. At the end of the circuit the team with the most victo- 


ries wins, When you're racing with 
teams, one truck can be the spoiler 
and try to crash the other team’s 
trucks to slow them down, while the 
other racer goes for the finish line. 


66 STRATEGY GUIDE 





Rott AEH ETE EE 


at 


Lem ‘ 


— out the — Decide who 
will be the spoiler (but don't let on), 
before the race starts. Switch off from 
time to time to keep your opponents 
guessing. 








VOLUME 19 67 





RINGS: 


TM and © 1989 Konami Industry Co., Ltd 


Dig your toes in the sand and prepare to get down behind 
Ultra’s net! Up to four players can vie for the ultimate title of 
Beach Volleyball Guru. Only a net divides the men from the 
boys in this game. When the sand stops flying, who will 
remain to be the Kings of the Beach? 


Be sure to sign up before cruising 


out to tackle the beach scene! 


Grab three friends and four Control 
Pads. Scout the beach for waves. 
Have Spike show you the scene, then 
decide if you are ready for tourna- 
ment play. Stop at the registration 
tent and sign up for the day's events. 
Choose your Kings of the Beach play- 
ers and decide 
how many 

matches you'll 
play per set. Then 
get ready to jam 5 
some leather! 





=xoy|) fee 


rey 








414 





IT TO BEACH 





Annette Funajello will sign your team up 
for the rad beach volleyball tournament. 


Characters In A 4-PlayerGame 


Sinjin is the all-time = = | 
leader in career wins, ey * 
He has the best dig, eof 
which contributes to a 

great defense. eeitinlAs 
Nobody doubis  AAMRESHgp 
his abilities as a 

pro, He is the = >. 
epitomy of a King 
of the Beach! 





Chaz takes after Sinjin and is awe- 
some with his digs, Watch him move! 


68 STRATEGY GUIDE 


Randy has a great serve. 
He also performs a 
sweet one-arm “Kong” 
block. His presence on 


ey 
aay 4 
the court can e 

make the audi- A Vtg 
ence shudder, : fe 
Known as “Vanilla 


Thunder,” he's a 
force to be 
reckoned with. 








Miguel is a pro blocker. He also 
bashes his competitors with his serve. 











Practice 
Before 


Pressure Pays! 


There are three courts where you 
can learn to control your Kings of 
the Beach. In the bump court, 
you'll learn to use your underhand 
to return the ball. In the set court, 
you'll set-up your partner for a 
spike. In the spike court, you'll 
learn to blast some leather! 


The bump is the 
easiest return in 
pro beach volley- 
ball. It's also a 
great set-up for 
an abrupt spike. 
You'll need to 
master this early! 






a ila 


The set provides 
your partner with 
the right elements 
for a spike. It's 
normally used on 
the second hit 
before the return 
and is very useful. 


The spike, a fast, 
hard-hit ball, has 
the best offensive | 
results, It's hard to & 
block. Players who 
master the spike 
become the ulti- 
mate Kings of the 
Beach! 








© Maintain Coverage In All Situations! 





In a 4-Player game, strategy takes a front row seat. Each player will be on guard, ready to slam or 
block the next shot. Think quick or sink fast! 


Cover Your Side We! 


One guy at the net is never enough coverage when the 
other team attempts to spike. It is especially important 
in a multiple player game that the back court is pro- 
tected. One well placed jam can send the ball past the 
front player into the sand. Keep one player a few steps 
behind the net man ready to dig and dive to recover 
some of the slams that 
sneak into your side of the 
court. Since you can’t read 
your opponent's mind, it’s 
hard to know where the 
spike will go. It's a good 
idea to guard toward the 
center of the court. 


ey Attack From Side Court! 


Playing with four players can iF 
be more of a challenge than sigs 
trying the computer. A great 
strategy to use is to hurl spikes 
from side court. A ball hit from 
the side is harder to block and 
much more difficult to judge. A 
sharp slice from the edge of 
the line can send your oppo- i 
nents reeling into the sand. 


4 | Know When To Dink And Drive! 


Bluff the other team by jumping to spike, then “dink” 
or bump the ball over the net. A “dink” is a very light 
pop of the ball that lobs it up over their heads. Use the 
bump when your adversaries are away from the net. 




















You can bump the ball over 
the net to maintain a volley. 


Use the dink to surprise 
everyone! 


















To maintain 
coverage, have 
one man ready 
to dive for the 
save. Reflexes 
will be tested! 


3 | Find The Soft Spots! 


Seek out your competitors’ weak points. If they leave a 
gap between them, spike it through. If they fail to 
cover the back court, dink it over their heads! Spike 
one down when they least expect it for a sure score! 








5 | Never Relax Your Defense! 


Sometimes the ball will 
land out of bounds but 
the ref will call it in. You 
can protest the bogus 
call, but it doesn’t always 
work. Your best bet is to 
return any ball that is 
close to the edge of the 
court. That way, you 
won't run the risk of los- 
ing the point if it was an 
“in shot.” 





VOLUME 19 69 


1990 Arcadia System, Inc 


You've seen them on soda cans, in commerc even on 
billboards. Now see them on your NES! That's right- 

those wacky 7-Up Spots have their own video game! 
Four players can simultaneously compete against each 
other for control of the squares in Arcadia’s Spot for the 
Nintendo Entertainment System 





2®@ ee ee ee ee 
Spot is the game for players who love serious strategy 
with a touch of lemon-lime. Capture surrounding tiles 
by moving Spot near opponents in this board game- 
ee ee ee ee @@_ style video presentation. 


[CLONE aaats 39394 | CAPTURE! | 








Choose to move : | 

only one space and [7 ) | When a Spot plops down 
your Spot will be f | next to another player's Spot, 
cloned to fill both of = it is changed to the attacking 
the squares. This is 1) cone color. cal? Change 
a great move for i.) | pots to your color by 
holding your ground. & landing next to them. 





cams 
Bok, 
ant 

a Vay 











ae 
a || 


You can jump over = 
another player's 
Spot, but you'll sac- | 
rifice your starting 
point. This move is 
great for getting out = 
of tight squeezes. 








AAS 
= (pale 
a7) 


Az 
a 
QA | weer 


Gs i ea 


anaste | Seewe 
| Heyer) | Waerane 


V1 1@ 
6. Ss ee CE 





A variation on the 
skip, the Side Skip 
allows you to move 
one space outward 
and one space dia- 
gonally, much like 
the way a knight 
moves in chess. 


@7 
AZ 











qaqa 
Swakk. 
47 
ee 
gana 
ann707 
at 








} I d 3 1-Player 2-Player 
Byes. ib CORN ae) ee s-tyeliont ‘ (Blue) © 
Four hes can ‘get ative ta battle itout onthe : Bi : \ iy 
Spot range. Give the more.experienced players 4.’ Sah 
“handicap by’ rere the’ tog bcs vet to make: a “Player ry bed 3-Player’’ 
move: tia 0 i. ve WNaL pl Green) ae 2. (Pink) = 


70 STRATEGY GUIDE 


It's normally a good idea to start 
out a game by cloning your Spot a 
few times. If you skip a square too 
early in a match, your Spots may 
be sizzled prematurely. Try to build 
up a group of Spots in a corner 
before branching out. 


Spotegy is a word that means Spot strategy. 
Players must use Spotegy to plan ahead to 
avoid losing their Spots. Always try to predict 
what will happen after you make your move. 











Stealing Spots can be an enjoy- 
able experience. Sometimes, how- 
ever, Spot theft can backfire. Sure, 
you snatch a small row, but on 


your opponent's next move he 
takes that row back and a few 


more Spots with him. Calculating 
your moves will save your Spots 
from an unwanted color change. 





they can conquer three simple skip lands five 


y @' 
Taking advantage of 
yellows weakness, green 
captures seven Spots, 





Yellow decides to grab 
some blue territory. A 


green Spots or five blue Spots. It is starting to look —_ allowing blue to regain 


Spots. 


grim for the blue team, three of its own. 








As you move from one place to 
another, the distribution of Spots 
will change. Free moves are those 
that are not threatening to you or 
your opposition. They are moves 
into currently vacant squares. The 
game play can get very aggressive 
since the board limits the number 
of free moves a player can make. 
The main objective is to try and 
capture more Spots than you for- 
feit. 








Yellow attacks the blue cor- 
ner, the greens launch a 
strike at the yellows, and 
blue sneaks a few greens. 
The number of Spots that 
are controlled by each color 
remains pretty much the 
same. 


To keep two squares free, 
yellow jumps one of its Spots 
and captures two blue and 
two red squares. Keeping 
two free squares adjacent to 


VOLUME 19 7) 


CHRIS 


IWAN 


TENNIS" 


TM&© Asmik Corp. Of America 


Top Players’ Tennis from Asmik is the only NES tennis game 
that serves up four-player simultaneous action. You're set for 
fun with an exhibition match of video tennis doubles! 





( 0 PLAY MODE 


With 7 play modes, Top Players’ 
Tennis offers video tennis for one 
to four players. Doubles with 
Player 1 and 2 versus Player 3 
and 4 is the obvious 4-player 
option. 


( ( SELECT PLAYER 


In 4-player doubles, you can play 
Ivan Lendl, Chris Evert or a player 
you create. You can create a new 
player or select one that you've 
built up in previous games of Top 
Players’ Tennis. 


Choose “Boy” or 
“Girl” to make a 
new player. 







Use your bonus 
points wisely when 
creating a 
character 


You can also enter a 
password to use an 
old character. 





Choose your top 
seeded tennis ace 
and go at it! 


72 STRATEGY GUIDE 


DOUBLE 
nouet 








(0) 4-PLAYER 


DOUBLES EXHIBITION 


In the four-player mode, you play a 
single exhibition match, so you 
can't ace the Grand Slam (win all 
four major tennis tournaments). 
However, you can choose which 
court surface to play on. 





WIMBLEDON 


SELECT TOURNAMENT 
EXIT START BUTTON 

You can only play in the tournament with 

one or two players versus the computer. 






The hard and grass courts give net players 
the advantage, the clay court favors back 
court play. 








dt ata disadvan 
| the view of the 


up 4 IE es 
‘ing on 1 the upper | half of the | 
use lob serves. Sve) akan at 


i 









iS 





g 


Ta siecle 


Dortt emash the bell oo har, thouoh 
it will go out. Stay flexible. 


‘other player should guard the open 
court, 


Johnson's FAST BREAK™ on 


Tradewest’s two-on-two basketball simulator 
makes for a great four player sports game. Like 
the other 4-Player sports games, communication 
and cooperation are needed to win. Magic John- 
son calls the plays and gives helpful hints. 






home! Chamelonslia Bowling from Rom 
four players hit the lanes. You can 
player mode with or without a four player ad . 









The court is big and gives you lots of room to maneuver. 


Pick the left-handed — 
bowler, an 11 Ib. ball, 
and lane one. Bow! with — 
full energy, aim to the 
left of the head pin, 
and you'll get a strike, — 





Good coverage is essential to 

keep the other team from 

scoring. Stick close to your 

man and stay between him 

and his teammate to better s 


defend against passes, if 


A NIGHT ON ELM™ ™ i 
STREET 
Resource building on a distant planet is the theme 


of this 4-Player science fiction strategy game 
from Mindscape. Each player controls a growing — 














It's not enough that Freddy haunts the movie 
theatres, now he’s showing up on the NES! You 
and your friends can start a four-player expedition 


from LIN to destroy Freddy in all his shapes and colony and tries to make it the most prosperous i 
forms. Search the houses for the bones you need one on the planet. All-purpose machines that 
to gain entrance to the attics and cellars, where resemble mechanical mules make it all oe | 


you'll find Freddy. gy 


7 


ia 





If your group stays 
together, you can 
better handle the 
perils of the haunted 
houses. 






Random planetary events,  M.U.LE. is short on cape 
like sunspots, affect your 
fortunes. 





VOLUME 19 73 





PLUG INTO AN ELECTRIFYING GIFT ToR, 
YOURSELF... OR SOMEONE SPECzALS 


Break out the power this 
- holiday season with a blast 
of Nintendo Power! It's 
— THE PERFECT GIFT for any 
Nintendo player! 

Every issue is loaded with 
monstrous power tips, 
tricks, awesome strategies 
and full-color, bird’s eye view 

maps you just can't get 
anywhere else! Plus 
previews and 
reviews of the 
latest, hottest 
games out there 

to help guide 
you in your 

next Game 


Pak purchase. 


You'll get 
12 of these 
power- 


scorched issues a year! 
Each one packed with over 
100 pages of unstoppable 
info to power up your game 
skills, sharpen your tactics 
and skyrocket your scoring! 
intendo Power is the 
ultimate magazine for any 
Nintendo player you know. 
Make their day—or yours— 
with a subscription that'll 
pump power into the game 
long after the holiday season 
has faded. You can give this 
awesome gift foronly 15 bucks 
a year!—$30 for 2 years! 
Just fill out the attached 
card and mail it. Or, call the 
convenient 800 number 
listed below. Then, use the 
attached Gift Certificate 
as the perfect stocking 





Nintendo of America Inc. 
PO. Box 97043 
Redmond, WA 98073-9743 







(fc 


© Team up for fun with the only official 
Strategy Guide with 84 pages on four- 
player games — tactics, tips and more! 

¢ Four-player ground rules 

Hot team strategies 


WES Play Action Football Super Off Road 
The on-side kick is a Drive into high gear 
winner for your side! with “nitro! 





more fun to play! 
Spike V'Ball Swords and Serpents 
Teach your team the The two magic 
“quick spike’ and rack —_ fountains on Level 


up the points. Three will power up 
your magiciant 


NES Play Action Football 
Vv Super Spike V’Ball 

UV Super Off Road 

v Kings of the Beach 

v Championship Bowling 

v Spot: The Video Game 

V Swords and Serpents 

VU Magic Johnson's Fast Break 
VU Nintendo World Cup 

v Gauntlet II 

v A Nightmare on Elm Street 
Vv MULE. 

V Top Players’ Tennis